* Engine will now use it to render terrain
* Added directional light source
* Added dynamic shadows
* Moved visibility computation to CEngine
* Removed uniform buffers
Fix mistakes after previous merge and make it compile.
Rewrite the function interpolating between time stamps as it was
written after the original pull request was created. Add unit tests
for it.
I couldn't help myself and also changed some enums to enum classes and
did some renames.
The issue is that the \button fragments in SatCom are replaced with
invalid UTF-8 bytes, hence those bytes need to be handled as a special
case when checking for UTF-8 character length.
When the text is processed e.g. in `Gfx::CText::Justify`, there are
generally two arrays: `text` and `format`. The second one is interpreted
as a font for a given character, e.g. `text[i]` has font `format[i]`.
Now, in the loops the index for `text` is increased by the length of
the character, e.g. 1 to 4 bytes, whereas index for `format` is
only incremented. It seems there's an assumption that `format` treats
multibyte characters as one byte, which doesn't seem to be true by
looking at the process of filling up the `format` array. This can result
in using wrong font e.g. FONT_SATCOM for the \button character which
should be FONT_BUTTON, hence the `StrUtils::Utf8CharSizeAt` method
complains about unexpected continuation byte via exception, causing
the crash.
Incrementing the index by the UTF-8 length seems to have fixed the
issue. However, I am not sure if I haven't broken anything else by this
and if I analyzed the intended behaviour correctly.
Gfx::CText needs a major refactor IMHO.
Signed-off-by: suve <veg@svgames.pl>
Jeff's patch was written for the 0.1.12 stable release.
Adapted to work with the "dev" branch (as of commit 13098ee).
This fixes the issue with objects and terrain being darker than they should be. As it turns out, most levels have not normalized light direction which happens to make light brighter and this is the expected result. To keep in line with GL14 engine, newer engines should use the length of the vector to make light brighter.