-------------------------------------------------------------------------------------
Changes in version 0.14.0 (30 November 2005)

- Irrlicht now includes another video driver type. Together with D3D8, D3D9, OpenGL, the NULL
  driver and the Software Renderer, an Irrlicht user now has the decision between 6 renderers:
  The new included renderer is The Apfelbaum Software Renderer, an alternative software renderer 
  for Irrlicht. Basically it can be described as the Irrlicht Software renderer on steroids. 
  It rasterizes 3D geometry perfectly: It is able to perform correct 3d clipping, perspective 
  correct texture mapping, perspective correct color mapping, and renders sub pixel correct, 
  sub texel correct primitives. In addition, it does bilinear texel filtering and supports more 
  materials than the EDT_SOFTWARE driver. In short: It looks a lot like the already available hardware 
  accelerated drivers, but without hardware. :) This renderer has been written entirely by 
  Thomas Alten, thanks a lot for this huge contribution.

- Irrlicht now supports anisotropic filtering. Use the SMaterial::AnisotropicFilter member or 
  EMF_ANISOTROPIC_FILTER flag to enable it. I implemented this for all 3 hardware accelerated 
  drivers: D3D8, D3D9 and OpenGL.
  
- Irrlicht now supports the recently released new microsoft compiler. Irrlicht versions compiled
  with older verions of this compiler can now also be used with the new one, which wasn't possible
  previously because of a name mangeling issue.
  
- All 2D drawing functions can now be used to draw into textures (render targets). This also
  means for example that the whole GUI environment can be rendered into textures.
  
- Irrlicht.NET now supports shaders.

- Irrlicht now loads all textures in 32 bit mode by default. (Previously this was 16bit). To
  change this behaviour back again, use 
  device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
  
- Irrlicht.NET now supports Particlesystems and Shaders. Thanks to a code contribution 
  by Delight.
  
- Fixed a bug in the mipmap generation. Now mipmaps are not that blurry anymore and the rendering
  quality has been improved a lot.
  
- It is now possible to assign a userData int to callback functions of shaders. In this way it 
  it easily possible to use the same callback method for multiple materials and distinguish 
  between them during the call.
  
- Directional lights are now supported in the OpenGL and D3D drivers. To switch on directional
  lighting, set the light type to ELT_DIRECTIONAL in the SLight structure.
  
- Fixed several bugs in the GLSL implementation. Thanks to Michael Zoech for sending in his
  improvements.
  
- For the windows version of Irrlicht, the engine now displays an icon in the program window, if
  there is one available in the start path with the name "irr.ico".
  
- It is now possible to use images with alpha channels on buttons. Use the new 
  IGUIButton::setUseAlphaChannel() method to enable this feature.
  
- The scene manager has a new method getSceneNodeFromName() which finds a scene node by its name.

- It is now also possible to attach scene nodes to joints/bones of sceletal animated .x files.
  (Using IAnimatedMesh->getXJointNode() ). This was previously only possible with milkshape models.
  
- Billboards now draw their bounding box when debugdata is set to visible for them.

- Lights now draw their bounding box and raduis when debugdata is set to visible for them.

- Upgraded to irrXML 1.2. Thanks to some hints by Patrik Mller, irrXML, the XML parser used
  by the Irrlicht Engine now has CDATA support and some other useful new features.

- Support for VisualC++ (Express) 2005. Added a project file and a IrrlichtPropsVC2005.vsprops
  file which sets the no deprecate define and adds needed libraries.
  
- Fixed size of the bounding box of billboards.

- Billboards are now culled too by default, increasing rendering speed a bit.
  
- Fixed a bug which caused the .ms3d loader to crash when loading .ms3d files without materials.
  Thanks to sdi2000 for posting this.
  
- Fixed a bug causing the possibility to crash when destructing the scene graph or a 
  scene node with children.
  
- Fixed some bugs which caused invalid RTT operations, when for example the render target
  texture was smaller than the screen.
  
- Fixed a heavy bug in Irrlicht.NET causing lots of memory leaks when drawing text.

- Fixed a bug in the attachement of scene nodes to animated X files.

- Fixed a bug in the .NET Vector3D addition operator.

- Updated to Salvatore Russo's DMF loader version 1.3. Notes by him:
   This version just adds some new functionalities. First of all Alpha Blended Textures are now
   supported by DeleD as well as loader. Because of some trouble with Irrlicht 0.12.0 TGA loading,
   TGA textures are always flipped so I've added a parameter so that you can choose to
   flip or not all TGA textures coords, this way: 
   SceneManager->getParameters()->setParameter(scene::DMF_FLIP_ALPHA_TEXTURES, true); 
   you can also set material transparent reference value by setting:
   SceneManager->getParameters()->setParameter(scene::DMF_ALPHA_CHANNEL_REF, 0.01); 
   you can use every value beetween 0 and 1, but to respect DeleD rapresentation
   0.01 is OK, just a note, if you set 0, it's just like you set 0.5, this means
   that each pixel found corresponding to a position in alpha map that has a value<127
   won't be drawn.

- Fixed a small bug in the line breaking algorithm.

- Fixed a bug which caused the engine to display strange artifact pixels when drawing 2D images
  like text in screens which odd resolutions.
  
- Slightly changed the interface of createDevice and createDeviceEx(): the version parameter
  now is a char* instead of wchar_t*. Also, IrrlichtDevice::getVersion() now returns char*
  instead of wchar_t*.
  
- Fixed some parts in the source to make Irrlicht compile in Linux 64.
  
- Renamed the EDT_DIRECTX8, EDT_DIRECTX9, _IRR_COMPILE_WITH_DIRECTX_8_ and 
  _IRR_COMPILE_WITH_DIRECTX_8_ enumeration literals to EDT_DIRECT3D8, EDT_DIRECT3D9,
  _IRR_COMPILE_WITH_DIRECT3D_8_ and _IRR_COMPILE_WITH_DIRECT3D_9_. You might need to
  update your code and compilation settings with these new names.
  
- Added the remaining '..' directory in the linux version of the file list

- Updated to a faster version of the TerrainSceneNode by Spintz. Much thanks again!

- Fixed a bug causing billboards to be displayed upside down.

- The D3D drivers now won't crash anymore when they get feeded with nullpointers as shader constants.

- Irrlicht now identifies the Linux platform it runs on and returns a more detailed string
  when calling getOperationSystemVersion().
  
- Fixed some bugs in several collision test methods thanks to Spintz.

- Updated font tool

- Made the list::iterator constructor which took a sklistnode as parameter private, 
  to make Irrlicht compatible with the Errlicht interface.

-------------------------------------------------------------------------------------
Changes in version 0.12.0 (24 August 2005)
  
- It is now possible to have multiple scene managers. Use ISceneManager::createNewSceneManager()
  to create a new one. This can be used to easily draw and/or store two independent scenes at 
  the same time.
  
- Irrlicht now supports GLSL, the OpenGL Shading Language, which means Irrlicht now 
  supports 14 shading modes/languages: ARB Vertex Programs, ARB Pixel Programs, HLSL, 
  GLSL 100, GLSL 110VS1.1, VS2.0, VS3.0, PS1.1, PS1.2, PS1.3, PS1.4, PS2.0, PS3.0.
  Lots of thanks go to William Finlayson for implementing this and making available his code
  to be used in Irrlicht. 
  
- Added support for pixel shader 3.0 and vertex shader 3.0.
  
- Irrlicht now supports detail maps, use EMT_DETAIL_MAP for this. The new terrain scene node
  tutorial shows how to use detail maps.
   
- Again some changes have been made in Irrlicht.NET. For example it is now a little bit more memory 
  friendly, I removed several bugs and made the terrain scene node, realtime shadows and key codes 
  available. 
  In addition, I extended the .net example application a lot, just try it out.
  
- I've worked around a heavy bug in the microsoft compiler which caused lots of bugs in Irrlicht.NET.
  They are all fixed now. See http://support.microsoft.com/default.aspx?kbid=823071 for details. 
  
- The timer of the engine has been enhanced a lot, which maybe needs a little change in your
  project if you are upgrading from an older version of Irrlicht. It is now possible
  to set the speed of the timer, a new time value, and to start and stop it. Also, all
  calls to getTime() will now return the same value within the same drawng frame. 
  The timer will only advance when ITimer::tick() is called. IrrlichtDevice::run() will
  call this method automaticly, but if you aren't using this method, and you are wondering 
  why your scene is not animating anymore, just call Device->getTimer()->tick() before
  drawing your scene. If you need the system time, not the new virtual time,
  use ITimer::getRealTime().
  
- The material EMT_TRANSPARENT_ALPHA_CHANNEL now is using a configuratable alpha ref value.
  The default value is 127, which means people who are using this material for drawing 
  things like grass, trees etc will get nice results automaticly when changing to 0.12.0. 
  To change to a different alpha ref value, just change SMaterial::MaterialTypeParam value.
  See EMT_TRANSPARENT_ALPHA_CHANNEL for details.
  Also, this fixes two bugs: 
   - A bug causing the D3D versions not looking like the OpenGL version.
   - A second bug which caused the texture to look like disappearing when looking at from far away.
  
- Upgraded to a new dmf loader version by Salvatore Russo which is able to use a texture path
  and material directories. Set DMF_USE_MATERIALS_DIRS and DMF_TEXTURE_PATH using the 
  ISceneManager::getParameters() method.
  
- It is now possible to set a separate scale for the second texture coordinate set in the 
  terrain scene node when calling ITerrainSceneNode::scaleTexture(). This is useful when using
  detail maps on the terrain.

- Added a new material flag named EMF_NORMALIZE_NORMALS. You can enable this if you need 
  to scale a dynamic lighted model. Usually, its normals will get scaled too then and it 
  will get darker. If you enable the EMF_NORMALIZE_NORMALS flag, the normals will be
  normalized again.  

- When loading Milkshape .ms3d files, Irrlicht also loads materials and tries to apply the set textures.
  Thanks to atomice for this patch.
  
- The ISceneManager::addCameraSceneNodeFPS() has a new parameter named 'noVerticalMovement' with which 
  it is possible to disable vertical movement of the FPS camera and make the camera behave just like
  in most ego shooters today.
  
- Made Irrlicht 64 bit compatible, removing some 32 bit only constructs. However, I wasn't able to
  test it out extensively. If you are compiling Irrlicht for a 64 bit windows environment and get
  a linker problem, try playerdark's solution:
  "The linker settings are so that no machine is specified in the drop down field, instead,
  the command line option /MACHINE:x86 is set manually which interferes with the 64 bit linker
  of course. Removing that from the 64 bit version (and replacing it with the drop down selection 
  in the 32 bit version for that matter) fixed the linker problem."
  
- There is now a IrrlichtDevice::postEventFromUser() method available, to make it possible to
  post key or mouse input events to the engine if you are using an own input library for 
  example for doing joystick input.
  
- The GUI Environment now has an own basic RTTI system, and all IGUIElement derived classes
  have a method named getType(). This is needed for the .NET wrapper but will be used
  later for serializing and deserializing.
  If you wrote your own GUIElements, you need to set the type for your element as first parameter
  in the constructor of IGUIElement. For own (=unknown) elements, simply use EGUIET_ELEMENT.
  
- Thanks to William Finlayson, Irrlicht now also supports RTT (render to texture) when
  rendering using OpenGL.  
  
- Thanks to William Finlayson, the EMT_REFLECTION_2_LAYER is now implemented in the 
  OpenGL version of Irrlicht too.
    
- There is now a mesh cache interface available. With this, is is possible to get access to 
  all loaded meshes, and to remove them to free memory. You can get access to the cache 
  using ISceneManager::getMeshCache(). Please note that the addMesh() method of ISceneManager 
  now is now longer available, you can find it now in the IMeshCache interface.

- The VideoDriver now has a method for clearing the zbuffer at any time: IVideoDriver::clearZBuffer().
  With this, it is for example easily possible to overlay two scenes.
    
- Fixed a bug which caused Irrlicht to crash when loading grayscale jpeg files. 

- Somebody sent me an .x file (tank_human1_crashes_irrlicht.zip) which caused Irrlicht to crash.
  It seems I've lost that mail, but maybe you are reading this: It's fixed now. :)
 
- Fixed a bug which caused the diffuse maps of lightmaps to disappear under certain circumstances
  in OpenGL.
  
- Its now possible to make IGUIStaticText draw its background.
  
- Removed the first two default parameters from 
  IGPUProgrammingServices::addShaderMaterialFromFiles() to prevent SWIG
  to create non compilable wrapper code.
  
- Fixed a small bug which caused the terrain scene node to be culled incorrectly.

- Changed the names the driver return (now "OpenGL 1.5", "Direct3D 9.0" and "Direct3D 8.1")
  
- Added a new macro _IRR_DEBUG_BREAK_IF which is now used instead of the _asm int 3 break points in
  debug mode.
  
- Fixed a bug were the software renderer didn't clip 2d rectangles. This effect was visible for 
  example when using list boxes, selecting an entry at the end an scrolling up so that it wasn't
  visible anymore.
 
- There is now a new gui event available (named EGET_COMBO_BOX_CHANGED) which will be
  sent when the selected item in a combo box has been changed. Finally. 
  
- Fixed a Problem which caused an empty window to be created when a rendering device
  could not be initialized under special circumstances. Thanks to Sascha Plumhoff for
  the bug report.
  
- Fixed a bug with the FileList in Linux, reported by DrAnonymous and fixed by William Finlayson.
  
- Fixed some bad documentation bugs.

- The XWindow handle is now exposed too, via IVideoDriver::getExposedVideoData().
  
-------------------------------------------------------------------------------------
Changes in version 0.11.0 (08 July 2005)

- Antialiasing is now supported by Irrlicht in the D3D8 and D3D9 renderer. To switch
  it on, use createDeviceEx() and set SIrrlichtCreationParameters::AntiAlias to true.
  
- Irrlicht.NET can now run inside a pre created Windows.Form window.

- I'm no longer providing a Visual Studio 7.0 project/solution file for the Irrlicht
  Engine sourcecode, only 7.1 and 6.0 are supported. If you are using Visual Studio 7.0,
  just open the .dsp file for Visual Studio 6.0, it will be converted automaticly.

- Irrlicht.NET includes now all basic GUI Elements and can capture GUI events. There are
  still some features missing, but it is already enough to do simple things like showing
  message boxes, displaying images, getting input strings, etc.
  
- Improved the .NET documentation a bit.
  
- There is a full implemented ISceneCollisionManager now available in Irrlicht.NET.
  
- The Linux OpenGL renderer now supports mip mapping.

- It is now possible to compile Irrlicht as shared lib in Linux. To do this, go into the source
  folder and run 'make sharedlib'. This should create a libIrrlicht.so.0.11.0 file in
  lib/Linux. To install it in /usr/local/lib, you can run 'make install'. 
  
- The drawing of the GUI system has been refactored and a lot of redundant code has
  been removed. 
  
- The new method IVideoDriver::draw2DRectangle() is able to draw rectangles not only
  filled with a single color, but with a gradient from four colors. This is implemented
  in all drivers except the Software driver which still uses one color for this method.
  
- It is now possible to customize the GUI system's skin a lot more: Simply implement your
  own IGUISkin interface and implement the draw..() methods. 
  
- There are now two build-in skins available: Windows Classic and Windows Metallic. The 
  default skin is now Windows Metallic, if you want to change back to the old skin, use the
  following code:
  gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
  environment->setSkin(newskin);
  newskin->drop();
  
- Added improved keyboard input handling for the Linux version of Irrlicht, thanks to
  Fabien Coutant for the fix.
  
- Fixed a bug in the Linux OpenGLDriver which caused to load a wrong OpenGL extension 
  and made multitexturing look quite strange. Thanks to hybrid for spotting out that
  bug.
  
- COLLADA file loading now works the same like the loading of other meshes: Just
  call ISceneManager::getMesh("yourfile") and display it using for example
  ISceneManager::addAnimatedMesh(yourLoadedMesh);
  To make it possible to create instances from meshes, lights and cameras in COLLADA
  files again as in irrlicht 0.10, just enable the collada instance creating mode:
  SceneManager->getParameters()->setParameter(COLLADA_CREATE_SCENE_INSTANCES, true);

- Added lots of useful methods to the IStringParameters class. It is now possible to
  set not only strings but also boolean, integer and float values as parameters.
  
- Fixed a bug with the TRANSPARENT_ALPHA_CHANNEL materials in all renderers to make them
  work more as expected: They didn't write to the zbuffer. If you are using this
  material and you don't want the new setting, just set the ZWriteEnable flag in the
  SMaterial structure of your transparent material to false. Thanks to Fabien to
  point this out.  
  
- There are now some new defines making it possible to use system installed libs instead of 
  the ones which come with Irrlicht: _IRR_USE_NON_SYSTEM_JPEG_LIB_, 
  _IRR_USE_NON_SYSTEM_LIB_PNG_ and _IRR_USE_NON_SYSTEM_ZLIB_, which are defined by default
  in the file IrrCompileConfig.h
  
- Renamed ISceneManager::getStringParameters() to ISceneManager::getParameters()

- Changed the define _IRR_D3D_SHADER_DEBUGGING to _IRR_D3D_NO_SHADER_DEBUGGING to be 
  able to make it defined by default and to let it be included in the doxygen documentation.

- The SceneManager now does not do any culling tests for cameras, lights and skyboxes.

- Added a transformBoxEx() method to matrix4 which transforms a bounding box more accurate.
  
- Small edit box copy & paste bug fixed thanks to Fish HF

- Fixed a bug which caused the engine to read windows messages when embedded in 
  a custom win32 control when called IrrlichtDevice::setResizeAble(). Thanks for
  Duncan Mac Leod to find that bug.  
  
- Fixed a bug in the HLSL renderer which caused Irrlicht to crash, if no vertex shader
  was specified. Thanks to mightypanda for reporting this.  
  
- Fixed a bug in the normal map generation thanks to jox. Parallax mapping and
  normalmapping now even looks a lot better because of this. ;)
  
- Updated to irrXML 1.1:
  - The XML parser is now also able to parse embedded text correctly when it is shorter than
  2 characters. 
  - The XML parser now treats whitespace quite intelligent and doesn't report it when it is
  obviously used for formatting the xml file. (Text won't be reported when it only contains
  whitespace and is shorter than 3 characters) 
  - The XML parser won't crash anymore when the xml file is malformatted and an attribute has
  an opening but no closing attribute. 
  - Removed a documentation which claimed that the xml parser doesn't work as the xml standard
  when replacing special characters, which wasn't true.

-------------------------------------------------------------------------------------
Changes in version 0.10.0 (26 May 2005)

- The engine is now able to use parallax mapping. It's implemented for D3D9, D3D8 and OpenGL.
  The perPixelLighing tutorial shows how to use it. Thanks go to Terry Welsh who wrote
  the 'Parallax Mapping with Offset Limiting'-paper on which the Irrlicht implementation
  is based and who allowed me to use his texture for use in the example.
  
- Added render to texture support. Currently, only the D3D9, D3D8 and the software renderer
  are able to use this feature. There is a new example, showing how to render scenes into
  a texture.
  
- Irrlicht now can load .png textures. There is also a new compile configuration
  define to exclude the png loading option: _IRR_COMPILE_WITH_LIBPNG_. Thanks to 
  rt who originally wrote the png loader and who allowed me to use and modify his code 
  and place it under the Irrlicht Engine license.
   
- Added support for COLLADA files. COLLADA is an open Digital Asset Exchange Schema for the
  interactive 3D industry. There are exporters and importers for this format available 
  for most of the big 3d packages at http://collada.org. Irrlicht can import COLLADA files
  by using the ISceneManager::getMesh() method. As COLLADA need not contain only one single mesh
  but multiple meshes and a whole scene setup with lights, cameras and mesh instances,
  this loader sets up a scene as described by the COLLADA file instead of loading 
  and returning one mesh. The returned mesh is just a dummy object. However, if the 
  COLLADA file does not include any <instance> tags, only meshes will be loaded by the 
  engine and no scene nodes should be created. Meshes included in 
  the scene will be added into the scene manager with the following naming scheme: 
  path/to/file/file.dea#meshname. The loading of such meshes is logged. 
  Currently, this loader is able to create meshes (made of only polygons), lights,
  and cameras. Materials and animations are currently not supported but this will
  change with future releases.
  
- Added Delgine DeleD .dmf mesh loading support. I simply added Salvatore Russo's .dmf loader to
  Irrlicht, and changed some parts of it. Thanks to Salvatore for his work and for allowing
  me to use his code in Irrlicht and put it under Irrlicht's license.
  
- Specular highlights are now finally usable the engine. To activate, simply set the shininess
  of a scene node to a value other than 0: sceneNode->getMaterial(0).Shininess = 20.0f;
  You can also change the color of the highlights using 
  sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);. The specular color of the
  dynamic lights will influence the the highlight color too, but they are set to a useful
  value by default when creating the light. This feature is currently only available in 
  the D3D drivers.
  
- Added a new material type: EMT_TRANSPARENT_ALPHA_CHANNEL_REF. This draws a pixel of the 
  material only when the alpha channel has a value greater than 128. It is ideal for drawing
  for example leafes of plants and does not use alpha blending, so it is a lot faster than
  EMT_TRANSPARENT_ALPHA_CHANNEL.
  
- There is now a createDeviceEx() method with which it is possible to create an Irrlicht Engine
  device into an already existing window. This currently only works in Windows.
  This method will be extended in the future with other options. 
  
- Irrlicht.NET has been extended with ports of the SceneNodeAnimators, TriangleSelectors 
  the FileSystem and Font drawing. Also the documentation of it has been improved a lot.
  
- There are two new tutorials/examples available. One demonstrates how to use render to texture
  feature, the other one shows how to run Irrlicht inside a precreated Win32 window/widget.
  This means there are now 17 examples available in the SDK.
  
- The software renderer now renders 3d geometry transparent when its material is 
  somewhat transparent.
  
- The XML Parser has been enhanced. Several small bugs have been fixed and there are some
  new features: The parser can now read ASCII, UTF-8, UTF-16 and UTF-32 (both little and
  big endian) files, and return the parsed string data in one selectable format from the
  same list. In addition, it is now completely independent from Irrlicht. If you wish to 
  use the parser without the engine, take a look at the newly created project at 
  http://irrxml.sourceforge.net.
  
- Upgraded to DirectX Exporter Mod 1.3.1
  
- Upgraded dev-cpp project file to Dev-C++ 4.9.9.2. Removed dependency to zlib and
  jpeglib for devcpp, the necessary .c files are now simply included in the project.
  
- Renamed the VisualStudio and DevCpp sub directories in the SDK to Win32-gcc, 
  Win32-VisualStudio.
  
- Fixed a bug in irrXML causing it to replace xml characters wrongly sometimes.
  
- The C++ decorations at createDevice() have been added again, because lots of people
  started to mix the gcc and the microsoft .DLL and got confused why the thing crashed
  at random positions.
  
- Moved heapsink and heapsort into the core namespace.
  
- Updated to My3D version 3.15

- Fixed the wrongly drawn alpha channel material in OpenGL driver and a problem with the
  VertexAlpha material in the same driver.

- Implemented multipass rendering in the OCTTree scene node now too. This means that octtrees can
  now contain transparent materials as well.
  
- Improved string comparison speed, especially when comparing to pointer to char or w_char,
  no more temporary strings are being constructed now. In addition, there are some new
  string comparison methods have been added to this class.
  
- Added string::replace() method.

- Added string::trim() method.

- Addes string::erase() method.

- Fixed a bug in array which caused data corruption if an element which already inside the 
  the array was pushed_back. Thanks to vox for reporting this and to provide a solutin

- Added ISceneManager::addMesh() method.

- Added IMeshManipulator::recalculateNormals(IMeshBuffer*) method.
  
- The file array.h has been renamed to irrArray.h
 
- Due to a bug, Irrlicht 0.9 didn't cull the scene nodes anymore which resulted in a huge
  performance loss. This is fixed now.
  
- After lots releases ignoring the 'make the fps camera smoother request', it is now 
  finally integrated. 
  
- Removed audiere dependency and the mp3 file, reeducing SDK download size.
  
- A bug was fixed causing the binding of the wrong fragment program sometimes in OpenGL.

- Lots of internal filenames have been renamed. All CVideo* files have been renamed to
  fit the other name conventions, CD3D9Driver.h into CD3D9Driver.h for example.
  
- The IMaterialRenderer interface now has the new method getRenderCapability() which
  returns if the material is able to be rendererd with all settings on current hardware.
  
- Added IMeshManipulator::setVertexColors();

- Added float color reading support in the 3DS loader.

- video::EVDF_BILINEAR_FILER renamed to EVDF_BILINEAR_FILTER
  
- core::equals function added.

- fixed a small bug in fast_aotf thanks to jox

- Added a method ICamera::isOrthogonal() which is being used by 
  ISceneCollisionManager::getRayFromScreenCoordinates(), thanks to a bug report and fix by
  jox in this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=6243
  
- Added some fixes to the GUI environment to make the parent and child pointers be more
  consistent as suggested by jox in this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=6220

- Fixed a bug which caused the ambient light not to be reset after a window resize in D3D8 and 9.
  Thanks to jox for this bug report and fix.

- vector3df equals method added.

- added SColorf::getInterpolated() method

- Moved ITextSceneNode interface to include folder.

- Fixed a small bug in the My3DLoader which failed sometimes finding the right textures.
  
- Fixed bounding box problem with meshes without joints in .X file loader, thanks to
  jox. (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=6669)
  
- Fixed IFileSystem::getWorkingDirectory in Linux version.
  (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=6678)
  
-------------------------------------------------------------------------------------
Changes in version 0.9 (28 Mar 2005)

- There is now a 100% working terrain renderer available. The old buggy and unfinished terrain  
  scene node has been replaced by a new TerrainSceneNode which is based on Spintz's 
  GeoMipMapSceneNode and Soconnes terrain renderer. Lots of thanks for their work on
  this and that they allowed it to be modified and integrated into Irrlicht.
  
- It is now possible for a scene node to draw itself in multiple passes. This means it can
  register itself for multiple render passes (E_SCENE_NODE_RENDER_PASS) and during rendering
  it can query the current render pass using ISceneManager::getSceneNodeRenderPass(). With 
  this, SceneNodes can contain solid and transparent materials at the same time and will be 
  rendered in the correct order from now on.
  The IAnimatedMeshSceneNode and the IMeshSceneNode implement this feature, so it is now
  possible to create for example cars with transparent windows without the need of a separate
  scene node. Because of this change, all render time enumeration values have been renamed.
   
- Irrlicht is now able to load OCT files directly. OCT files 
  can be created with Paul Nette's Radiosity Processor from http://www.fluidstudios.com 
  or exported from Blender with Murphy McCauley's exporter. This exporter can be found
  in the directory \exporters\OCTTools of the Irrlicht SDK or from his homepage
  http://www.constantthought.com/project/OCTTools. A lot of thanks go to Murphy McCauley
  for this work on this and his permission to include his OCTTools into Irrlicht.
  
- Irrlicht is now able to load Cartography shop 4 (.csm) files directly. A lot of
  thanks go to Saurav Mohapatra for this work on this and his permission to adapt and
  include his IrrCSM library into Irrlicht. If you are using .csm files, please note that
  you'll have to set the path of the textures before loading meshes. You can do this using 
  SceneManager->getStringParameters()->setParameter(scene::CSM_TEXTURE_PATH,
   "path/to/your/textures");. The original loader can be obtained from 
  http://www.geocities.com/standard_template/index.html
  
- Irrlicht is now able to load Pulsar LMTools (.lmts) files directly because it now
  integrates a modified version of Jonas Petersen's lmts loader in version 1.5 (from
  http://development.mindfloaters.de/). Lots of thanks go to him for creating this
  loader and giving his permission to add it to Irrlicht. If you are using this loader,
  please note that you can set the path of the textures before loading .lmts files. 
  You can do this using SceneManager->getStringParameters()->setParameter(
  scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
  
- Irrlicht is now able to load my3D files directly. The My3DTools 3.12 loader by 
  Zhuck Dimitry was (a bit modified and) integrated into the engine. Lots of thanks
  go to him for his work and for giving his permission to do that. Newer versions
  of this loader can be found at http://my3dproject.nm.ru. The exporters for this
  file format have also been added into the \exporters directory of the SDK.
  
- To be able to replace built-in meshloaders with newer external versions without the
  need of recompiling the engine, now mesh loaders which are added to the engine using
  ISceneManager::addExternalMeshLoader() are prefered over built-in mesh loaders.
  Thanks to for his suggestion of this.
  
- D3D8 and D3D9 support for dev-cpp has been improved. If you are using Dev-Cpp and
  a DirectX-Devpack for recompiling the engine, just add 
  -DIRR_COMPILE_WITH_DX9_DEV_PACK to your compiler 
  settings and something like -ld3dx9 -ld3dx8 to the linker settings and 
  press 'compile'.
  
- The SceneManager now contains an interface for storing and exchanging parameters. 
  ISceneManager::getStringParameters() returns IStringParameters, which can be used for
  example by extensions like external mesh loaders to set and read independent parameters.
  This is also currently used by the newly built in CMS, LMTS and MY3D loader: It is possible to 
  set a value 'CSM_TexturePath', 'LMTS_TexturePath' or 'MY3D_TexturePath' to let them know 
  the path of the textures. 
  
- IAnimatedMeshSceneNode now has two new methods for being able to have more influcence
  on the animation playback: It is now possible to set the playback mode to looped or
  non looped with IAnimatedMeshSceneNode::setLoopMode() and it is possible to set
  a callback interface which will be called when animation playback has finished 
  using IAnimatedMeshSceneNode::setAnimationEndCallback(). Thanks to Electron for his
  suggestion for this addition.
  
- The software renderer has a new triangle renderer specialized on disabled zread and write.
  This means that skyboxes are now rendered in the correct order when using the software 
  renderer. 
  
- Multitexturing and other extensions in Linux are now turned on by default. There is a new
  #define in the file IrrCompileConfig.h for disabling this again: LINUX_OPENGL_USE_EXTENSIONS
  
- There is now a EET_USER_EVENT user event type for making it possible to send custom 
  events through the system.
  
- The setTarget()-method of the FPSCameraSceneNode now is finally correctly implemented.
  
- Changing parents of scene nodes is now much safer. The parent member of a scene node now is 
  set to 0 in all cases and should never point to invalid data when rearranging the scene node
  tree. In addition, there is now a getParent() method in the ISceneNode class.
  
- Debug breakpoints using "_asm int 3" are now only being used when in debug mode and 
  using Micosoft's compiler. Now more exotic compilers like BorlandC++ will like 
  Irrlicht better because of this.

- Updated zlib version to 1.2.2

- An implementation of 3D triangle clipping in the software renderer has been started. It
  is not 100% ready, but it is a beginning. This means now for version 0.9, that there are
  not that much artifact triangles drawn anymore. But this means also that drawing is 
  a lot faster and that triangles clipped at the border of the screen will disappear 
  too fast. If anyone wants to finish the drawClippedIndexedTriangleListT() method
  in the CSoftwareDriver class, he is welcome :)

- There is a new parameter in the IVideoDriver::createImageFromData() which causes the 
  image to be able to own foreign memory.

- A renderstate setting has been fixed which caused to disable mip maps on wrong geometry 
  when there was other geometry which had no mip maps. At least this bug doesn't appear 
  on my hardware any more, I hope this means the problem it is now fixed.  
  
- A bug in the D3D version of the stencil shadows has been fixed thanks to Murphy. Sometimes
  you could see a small shadow similar to the the real shadow in the scene. This should now
  be fixed.
  
- Irrlicht can now draw non filled concyclic reqular 2d polyons like triangles, tetragons,
  pentagons, hexagons, heptagons, octagons, enneagons, decagons, hendecagons, dodecagon and
  triskaidecagons. And circles. Yes, I was a little bit bored. Christian Lins made a 
  suggestion to add 2D circle drawing support to Irrlicht, and I did this, but also added
  support for drawing these figures using the same method. Check out 
  IVideoDriver::draw2DPolygon().  
  
- Removed a memory leak when creating hlsl pixel shaders.
  
- I've made varoius updates to the documentation and moved to doxygen 1.4
  
- Fixed a bug in the xml reader which caused it to crash when reading empty xml files.
  
- Removed the buggy bsp tree scene node from the engine.

- Tweaked some settings with some GUI elements.

- ISceneNode::getAbsolutePosition now should be way faster.
  
- Applied a fix by William Finlayson to the opengl stencil shadow drawing code which
  fixes several bugs.
  
- There is now a min_ and max_ template function available in the core namespace.

- Added some bugfixes to MayaCameraSceneNode by jox. An even more improved version can
  be found at http://development.mindfloaters.de/Downloads.12.0.html.

- core::array now has a push_front method.

- core::array now has an insert method. (Thanks to jox)

- IrrlichtDevice now has a getEventReceiver() method. 

- Fixed a mouse wheel - mouse coordinates bug thanks to a bug report and fix by jox.

- Changed the first parameter in IGUIContextMenu::addItem(wchar_t* text, ...) to const.
  Thanks to jox.. again. :)
  
- Fixed ignore path bug in zip file reader thanks to Pr3t3nd3r. It is now possible
  to use zip files with the complete path to the files from the archive.
  
- Fixed matrix4::rotateVect method after a suggestion by several users. (I think Electron, 
  Pr3t3nd3r, Jox) Thanks all :)
  
- Fixed a bug in CGUIEditbox that enables you to write more characters than the max set
  limit, thanks to Rush for the bug report and fix.
  
- Added getAngleTrig() method to vector2d as suggested by Pr3t3nd3r, thanks!
  
- After a suggestion by schick, plane3d<T> now stores the normal vector first, and then
  the distance to the origin.
  
- A bug was fixed which caused 2D elements to be drawn with a second texture set in OpenGL
  mode when 3D geometry with >1 textures has been rendered before. This effect has often
  been reported as darkened 2D gui in the forum.

- A bug in IrrCompileConfig prevented users to be able to recompile irrlicht with D3D9 
  with gcc. This is now fixed, thanks to Jedive.
  
- The project setup for Dev-C++ is now nicer. Added lots of folders and cleaned up the
  whole setup a little bit with this.
  
- Fixed a small bug in CGUIScrollbar reported by Klaus Niederkrueger.
  
- The Checkbox rect is now clipped correctly, thanks to jox for that bug report.
  
- The debug names of all scene nodes and GUI elements are now set correctly.

- Applied a patch making it possible to compile Irrlicht without OpenGL in Linux.
 
- core::rect::clipAgainst was fixed thanks to a bug report and correction by Jox.

-------------------------------------------------------------------------------------
Changes in version 0.8 (19 Feb 2005)

- Irrlicht now supports HLSL. This is possible using the new 
  IGPUProgrammingServices::addHighLevelShaderMaterial() methods. Also, methods for setting high
  level shader constants have been added. 
  
- Irrlicht.NET now supports events and cursor control. This means now you can read mouse
  and keyboard input from .NET projects like C# and VB.net too.

- There are three new built in materials for doing normal/bump mapping available: 
  EMT_NORMAL_MAP_SOLID, EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR and 
  EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA. If the hardware does not 
  support these, the materials will fall back to their base materials. To be able to 
  use these materials, there is the new vertex type 'S3DVertexTangents', the material 
  does not work with any other vertex types. There are some new methods to create meshes
  with this vertex type (IMeshManipulator::createMeshWithTangents()).
  
- A new example/tutorial (11.PerPixelLighting) shows how to use per pixel lighting 
  in your applications.
  
- The software renderer now works in Linux too.
  
- Irrlicht now has a built-in normal map generator. It creates on the fly 32 and 16 bit 
  normal maps from height maps (IVideoDriver::makeNormalMapTexture). As most other things
  in Irrlicht, the generator does not depend on D3D, D3DX or OpenGL.
  
- Added shader debugging capabilities to Irrlicht. If _IRR_D3D_SHADER_DEBUGGING is
  defined in IrrCompileConfig.h (commented out by default), it is now possible to
  debug all D3D9 shaders in VisualStudio. All shaders (which have been generated in memory
  or read from archives for example) will be emitted into a temporary file for this purpose. 
  To debug your shaders, choose  Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio,
  and for every shader a file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh'
  will be created. Drag'n'drop the file you want to debug into visual studio. That's it.
  You can now set breakpoints and watch registers etc. This works both with ASM, HLSL,
  pixel and vertex shaders.
  Note that the engine will run in D3D REF for this, which is a lot slower than HAL.

- Support for compressed .tga texture loading added. (Support from 0.4.1 was buggy)
  Thanks to neojzs for posting his improvement. 
  
- Support for 32 bit .bmp texture loading added.

- Global particles are now possible. Use IParticleSystem::setParticlesAreGlobal()
  to switch between global and local particles. A demonstration of this can be seen in the
  new tutorial (11.SpecialFX2).
  
- It is now possible to let IGUIImages draw themselves using the alpha channel of the texture
  they show. Use IGUIImage::setUseAlphaChannel() for this.
  
- ITexture now has a method for rebuilding the mip map levels: regenerateMipMapLevels().
  This is useful for example after locking and modifying the texture.
  
- Gravity acceleration speed in CollisionResponseAnimator was changed thanks to a suggestion
  by Morrog. The accelerationPerSecond value has been removed beacause of this, you
  can now control everything just with the gravity vector. Note that the gravity value
  must now be a little bit smaller to achieve the same effect as before.
  
- Fixed a problem with several material renderers which weren't able to update their states
  at the right time sometimes. A new method OnRender() will be called every time the
  material is actually used.
  
- Adjusted all tutorials to fit some interface changes.

- Changed the opengl shader of tutorial 10 to fit the d3d shaders. The now look the same.
  
- The MeshManipulator has a new method createMeshWithTangents() which creates a mesh
  with normals, tangents and binormals from any mesh.
  
- Wrong 2D alpha channel renderstates have been set when using  D3D9 and 8. This has been fixed now.

- When loading 32 bit images with an alpha channel and storing them internally as 16 bit, the
  alpha channel got lost. This is now fixed, the remaining one bit alpha channel is now
  stored correctly.
  
- There is a new overloaded IGUIEnvironment::addImage method, which creates an image directly with
  a texture as parameter, adjusting its size to the original size of the texture.
    
- A small bug in rect<T>::isValid() has been fixed, thanks to jox.
  
- Fixed a bug in D3D8, D3D9 and OpenGL, which caused Materials be set and unset with an unequal
  amount when mixing 3d with 2d grafics or stencil buffer shadows.

- If you are recompiling the whole engine with Visual Studio 6 (which means 
  Irrlicht.dll, NOT the application which is using Irrlicht), DirectX9 support is disabled
  now by default, because Microsoft stopped support for DX9 on VS6 in December
  2004. You can reenable this by uncommenting the new define at the bottom of 
  IrrCompileConfig.h, if you have an old SDK for example.
  
- The mixed fvf and vertex shader system in D3D8 caused a slight issue in Irrlicht ending up
  in really messed up render states sometimes. This is now fixed.
  
- A major bug with the OpenGL renderer which occured on some OpenGL implementations 
  has been removed thanks to a bugfix by Murphy and a great report and some investigations
  by ElectroDruid.
  
- Sorting transparent scene nodes was broken in all previous versions of Irrlicht. This
  didn't attract a lot attention because most users used the ADD_COLOR transparencies for which
  the sorting is not relevant. Thanks to Morrog and mmm76, sorting now is right.

- After the application window is resized, getViewport() no longer returns viewport as the  
  first time the window has been created.   
  
- The draw primitive functions are no longer wrongly checking the maximum primitive count with
  the vertex amount value. Thanks to Spintz for the bug report.
  
- Template materials in X files just like exported in the panda exporter are now 
  supported, thanks to JoeWright.
  
- Changed the stringc typedef slightly to make it work with people not using namespace irr. Thanks
  to schick.
  
- Refactored the MeshManipulator code, which in some cases now uses template methods for performing
  calculations on different vertex types.
  
- Fixed an interface problem with newer versions of libJPEG. 
  Thanks to Fabien Coutant and Simon Barner for some help and clues into the right direction. 
  Was not able to add system specific zlib/jpeglib support due to issues on 
  some strange systems/users and a lack of time, sorry.
  
- Typo in plane3d and triangle3d: method isFrontFacting renamed to isFrontFacing.

-------------------------------------------------------------------------------------
Changes in version 0.7.1: (26 Sep 2004)

- Fixed some bugs which prevented the engine to compile with gcc 3.4.1.

- Fixed a problem with the OpenGL driver, which caused the renderstates not to be reset correctly
  when drawing scene nodes with reflective materials.

- Fixed error in Irrlicht's software mip map generation, which caused that some mipmap levels
  looked strange. This fix was found by jox, the hardcore bug fixer, 
  so many things go to him. Again. :)

- Disabled hardware mip map generation in D3D9 again, because I seems to cause problems on
  some hardware. I don't have any hardware where this problem occurs, but I hope this helps.
  
- Fixed a small bug in fast_atof submitted into the forum by da_dude.

- Fixed string operator + after a bug report by osre and a fix suggestion by jox.

- IEventReceiver now has a virtual destructor for the people who needed it.

- 3DS-Loader patched due to some suggestions of Daniel Azkona Coya.

-------------------------------------------------------------------------------------
Changes in version 0.7: (11 Sep 2004)

- The first version of Irrlicht.NET is included in this release. It is a managed C++
  wrapper .DLL which makes the most important features of the engine available for all
  .NET languages. The wrapper is incomplete, but it can already be used. 
  You can find the documentation for this .DLL in the compiled help file doc\IrrlichtNET.chm. 
  There are also two very basic examples available, which show how to use Irrlicht.NET 
  from C# and VisualBasic.
  
- Low level vertex and pixel shader programming is now possible. There are
  now some methods with wich you can write GPU programs in vertex/pixel shader assembler
  using Direct3D 8 and 9 and in ARB vertex and fragment program assembler for OpenGL.
  You can use the IGPUProgrammingServices interface which can be reached by 
  IVideoDriver->getGPUProgrammingServices() for this. The new material types you can create
  with this can be combined with all other already existing material types.
  For example, it is possible to create a new material which uses a vertex shader to
  calculate texture coordinates and diffuse colors, and let this be rendered by the built in
  material video::EMT_TRANSPARENT_ADD_COLOR.
  Support for high level programming languages like GLSL or HLSL is planned for the
  following releases. Also note that you won't be able to use all techniques shaders offer with
  Irrlicht, due to its current high level abstraction of the 3D APIs. For example, the engine 
  does not expose vertex streams or vertex buffers currently.  
  
- There is a new tutorial showing how to use shaders with the engine. In addition, all
  old tutorials have been rewritten and adapted. For example, the hello world
  tutorial now also shows how to set up visual studio .NET to use it with
  the engine.
  
- Hardware mip map level generation of textures is now supported when using D3D9. 

- Internal pointers and data of the video drivers can now be exposed for experienced users with
  VideoDriver::getExposedVideoData(). For example, you can get a pointer to the IDirect3DDevice9
  interface and the HWND window handle, if the engine is running with D3D9.

- The createDevice() function has a new additional parameter: bool vsync. With this, it is now
  possible to enable or disable the waiting for the vertical retrace period. This is implemented
  in D3D9, D3D8 and the OpenGL driver only, the software driver will ignore this flag.
  
- The engine now behaves like in the documentation: irr::createDevice() returns 0, if 
  the wanted driver could not be initialized.
  
- There is a new SceneNode available: The ITextSceneNode is able to display 2D text at a 
  position in 3D space. Use ISceneManager::addTextSceneNode() to create one.
  
- Finally now all VideoDrivers have a draw2DLine() implementation, thanks to some additions sent in
  by Vash TheStampede.
  
- Applied some changes to the compilation configuration, so that it should now be 
  easier to use the engine with XBOX projects. Thanks to MattyBoy for sending 
  in some clues for this.
  
- Some improvements for the linux version of the engine: The NULL device is finally fully operational with Linux
  too, and also all examples and even the techdemo compiles and runs with this operating system.
  
- The default field of view in the cameras of the irrlicht engine was a little bit 
  extreme, so I changed it now from core::PI / 3.5f to core::PI / 2.5f.
  
- Added a new draw2DImage method for partially draw a 2d Texture, as sent in by zola with 
  implementations for OpenGL, D3D8 and D3D9. Software implementation is missing.
  
- The string class is now able to convert integer values into a string or append it as string
  to itself.
  
- Added a getDriverType() method to the IVideoDriver interface.

- Added a getTransform() method to the IVideoDriver interface.
  
- The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented.
  
- The integrated XML Parser now works better with different text file formats. (ASCII, UFT-16,..)
  
- IGUIEdit Box now feels more like a windows editbox, thanks to some changes by Jox

- Added a new method to IVideoDriver: createImageFromData as suggested by Oliver Klems. 
  
- Fixed a the EMT_TRANSPARENT_ALPHA_CHANNEL problem in D3D8 and D3D9 due to a suggestion by Jox.
  
- Added 3 methods created by zola to the quaternion class: fromAngleAxis(), toEuler() and
  operator*(vector3df&).

- A bug in a matrix multiplication operator was fixed.	
  
- Changed visual studio project files to version 7.1, but provided 7.0 project files
  for people with that version.
  
- Added SceneNodeAnimatorRotation rotation fix as posted by warui

- Added normalization fix to vector2d and 3d. Warui suggested a fix like that in the forum.
  The one I made has the same result, but is a little bit faster.
  
- Fixed some problems with the drawStencilShadow() method in the OpenGL implementation of the 
  IVideoDriver interface after some suggestions by Nicholas Bray.
  
- Added IGUIButton::setPressed() and isPressed().

- Fixed checkPrimitiveCount() bug in NullDevice.

- Applied jox's matrix4::getRotationDegrees() fix, many thanks for posting this!

- Changed aabbox3d::getExtend() to getExtent().
  
- Changed IXMLReader::isEmtpyElement() to isEmptyElement()

- Fixed a bug in CSceneManager::getSceneNodeFromId() which caused the engine to crash sometimes.

- Fixed a bug in CGUISkin::setSize reported by REAPER. This method never worked before.

- Improved texture mapping and normals of the TestSceneNode, thanks go again to Jox.

- ScrollBar is now posting mousewheel events, thanks go to REAPER to post this bug and a fix for it.

- Added - operator to vector2d and vector3d, thanks to calimero

- Fixed a bug in vector2d::getAngle() and vector2d::rotateBy() thanks to Jox.

- Fixed a bug in quaternion::set(f32 x, f32 y, f32 z) thanks again to Jox.

- Fixed a bug in list::insert_before and list::insert_after, reported by Haddock.

- Fixed a bug in XML Parser which caused a seqfault on linux. Thanks for G.o.D reporting this problem.

- EDriverType enumeration renamed to E_DRIVER_TYPE

- SceneNodeRenderTime enumeration renamed to E_SCENE_NODE_RENDER_PASS
  
-------------------------------------------------------------------------------------
Changes in version 0.6: (09 Mar 2004)

- Irrlicht now includes its own XML parser. It provides forward-only, read-only 
  access to a stream of non validated XML data. It can read everywhere Irrlicht can,
  also in compressed .zip-Files for example. Use IFileSystem::createXMLReader() to
  use it.
  
- Like the new XMLReader, there is also a IXMLWriter available for making it easier
  to write xml files.
  
- There is a new tutorial available in the SDK. It is for more advanced users, and
  shows how to create a 3d model viewer with the engine easily. It shows how to
  use menus, tabcontrols, edit-, message- and sky boxes.
  The resulting program  can also be used as tool, to check if the engine
  loads exported 3d models correctly.
  
- Again, there are some new GUI widgets available: A ComboBox, a ToolBar, a PushButton
  and an ImageButton. The last two are simply the old IGUIButton, but it is now able 
  to display additional images and behave like a PushButton.
  
- It is now possible to make the drawing window resizeable, if it is in windowed mode.
  Use IVideoDriver::setResizeAble(true) to do this.
  
- The .x file reader and animation player now should work with 99% of all text .x files.
  This is achieved by most of the following bug fixes.
  
- Fixed a huge bug in the .x file reader, which caused that negative coordinates were 
  interpreted as positive ones sometimes. This caused that sometimes .x animations
  were played wrong.

- Slerp interpolation of the quaternion class fixed. This means that also some bugs 
  in the animation of .x files are removed now.
  
- Added virtual joints to not weighted vertices to improve .x file animations.

- The FileSystem is now 100% implemented. Finally it is now possible to write files 
  too. There is a new Class IWriteFile and the corresponding 
  IFileSystem::createAndWriteFile()
  
- Added lots of text and sample code to the documentation. In most parts
  documentation should be clearer now. 
  
- The ISceneManager has a clear() method, which clears the whole scene, all scene nodes
  are removed. 
  
- All ISceneNodes now own a new method called removeAll(), which deletes all children
  of the node.
  
- Fixed a bug which prevented the possibility to compile directx8 without 
  having installed directx9.  
  
- Fixed a bug in 3d line dawing in D3D 8 and 9.

- All video drivers now print out the gfx adapter type, vendor and driver version 
  into the log strings.
  
- The D3D9 device is now as fast as the D3D8 device.  

- The string class has an additional new constructor for creating a string from
  character data with a specific lenght.
  
- Bug fixed in string class assignment operator which might cause a crash in very
  special circumstances.
  
- Added a findNext() method to the string class.

- The ISceneNode class now has a isDebugDataVisible() method.

- Some lines were changed to make the source of the engine compatible to VS.NET 2003.
  
- Some functionality of the IFileList and IFileSystem were missing in the Linux version
  of the engine. This caused the FileOpen-Dialog not to work. I fixed this problem.
  
- The Middle and Right mouse button were swapped in the Linux version. This is now
  fixed.
  
- Multitexturing should now work with most linux systems too, thanks to a bug
  report by Martin Piskernig.
  
- The logger now has an additional log() method which accepts another compination
  of strings.
  
- Fixed a bug which caused fonts to be displayed very transparent in OpenGL.

- Removed one of the redundant overloaded IGUIEnvironment::updateAbsolutePosition() 
  methods.
  
- Fixed lots of clipping problems in all GUI Widgets.

- core::rect has the new methods getCenter() and isValid().

- Scrollbar buttons are now disabled if it is not possible to scroll.

-------------------------------------------------------------------------------------
Changes in version 0.5: (17 Feb 2004)

-------------------------------------
/ Highlights in short:
/ * DirectX 9 support
/ * .x file support in all render devices including opengl and software
/ * new materials like lightmaps with dynamic lighting
/ * fog
/ * stencil buffer shadows now also work in OpenGL device
/ * more gui widgets: tab controls, edit boxes, menus
/ * spline animation support
/ * mouse wheel support
/ * triangle fan drawing
/ * quaternions
/ * improved keyboard input control
/ * lots of bugfixes including improved quake 3 map support
-------------------------------------

- DirectX 9 is now supported by Irrlicht. This does not mean that it replaces
  DirectX 8. The engine now supports both. You can now select between OpenGL,
  DirectX8, DirectX9, Software and the Null device.

- The engine now is able to read and display .x files. Using
  Microsoft's excellent .x file exporter for Maya or MAX which comes
  with the DX8 and DX9 SDK, it is now possible to create content for
  the engine easily. Using .X files with Irrlicht is independent of D3D,
  they can be used with OpenGL and with Linux for example too.
  Currently only text file .x files are supported, and some animated .x
  files may be displayed not 100% correctly, because the animation player 
  may still have some small bugs. It works perfectly with most .x files which 
  come with the DX9-SDK. Some skinned mesh .x files which use 
  quaternions for animating joints have some problems, there might be a
  bug somewhere. I commented the lines with a possible bug in CXAnimationPlayer.cpp.
  
- The GUI Environment now supports edit boxes. They should support unicode input
  from every keyboard around the world, scrolling, copying and pasting (exchanging
  data with the clipboard directly), maximum character amount, marking and all 
  shortcuts like ctrl+X, ctrl+V, ctrg+C, shift+Left, shift+Right, Home, End, 
  and so on. Wow, I never programmed an edit box, its much more work than it
  seems to be. 
  
- Tabcontrols are now available in the GUI environment. It is also
  possible to create tabs without tabcontrols, to be able to create
  invisible gui elements for grouping other elements together.

- Another new supported GUI Element are context menus. They support
  ordinary text menu items, separators and sub menus. In Addition,
  a standard menu as seen at the top of most windows can be
  created easily with them.
  
- Rewrote all tutorials to fit the new API.
  
- Spline animations are now supported thanks to a spline scene node animator
  written by Matthias Gall.
  
- Taskswitching now works with Direct3D 8 and 9 devices in fullscreen mode. 
  
- Added Material types EMT_LIGHTMAP_LIGHTING, EMT_LIGHTMAP_LIGHTING_M2, 
  EMT_LIGHTMAP_LIGHTING_M4 and EMT_LIGHTMAP_ADD.
  
- The engine now supports drawing of trianglefans. To do this, use
  IVideoDriver::drawIndexedTriangleFan(). Mario Gruber sent in code for this,
  so lots of thanks go to him!
  
- It is now possible to draw 3d objects with fog. Simply switch on the fog flag
  in the objects material. To change to way fog is drawn (per pixel/vertex, color,
  linear/expontential) use IVideoDriver::setFog();
  
- With IrrlichtDevice::getOSOperator() a pointer to an interface is returned, with
  wich it is possible to do some operation system specific operations. Currently
  there are only 3 methods supported, but more will be added in the future.
  
- Mouse wheel input is now supported.
  
- The Key Event structure of SEvent now contains a Char entry, describing the 
  corresponding character of the pressed key. Also two bools were added,
  specifying if shift or ctrl was pressed too.

- The version of the Operating System is now printed out into the log at 
  startup.
  
- There is now a non-const getBoundingBox() method in IMeshBuffer and
  IMehs available.
  
- IGUIElement now has a method getElementFromId(), which searches children
  (and its children if wanted) for an element with a specific id. If you
  want to search all items, just do
  IGUIEnvironment::getRootGUIElement::getElementFromId().
  
- ISceneNode::updateAbsolutePosition() is now public
  
- Small bug fixed in CMeshManipulator::scaleMesh().

- The engine now supports Quaternions.

- A bug was fixed causing the windows caption not to be displayed in
  Windows 95/98/ME.
  
- IGUIEnvironment::getBuildInFont() was renamed to getBuiltInFont().

- IGUIElement::bringToFront() is able to brint a child to the front.
  Windows for example are now using this new feature.

- Changed the texture mapping of the test scene node a little bit based on 
  code sent in by Dr Andros C Bragianos.
  
- Added code to fix some bug in some ATI drivers. Thanks to ariaci for posting
  this code.
  
- Stencil buffer shadows now also work with the OpenGL device, they worked only
  in D3D in earlier versions. Lots of thanks go to Philipp Dortmann, who
  sent in a modification to the opengl driver!
  
- IGUIStaticText::setWordWarp() renamed to setWordWrap(), 
  IGUIStaticText::enableOverrrideColor() renamed to enableOverrideColor()
  [thanks to saigumi] 
  
- A bug was fixed, causing that the window was not able to be closed with Alt+F4
  in Win95/98.
  
- Optimized the Octree-Scene node a little bit for getting more rendering speed.
  Culling is now done with the real frustrum, not the bounding box around it.
  Speed increase is about 5%, it's not much but ok.
  
- Bug fixed in the Quake 3 .bsp file loader, which caused holes to appear in
  some maps.
  
- Combination of 3D displaying and drawing GUI elements was improved, and the 
  priority of input receiving of 3d cameras and gui elements swapped.
  
- A bug in the static text was fixed, which caused it to draw itself outside
  of its clipping rectangle.

- KeyFocus and MouseFocus methods in GUIEnvironment are now merged into one method.

- The Clamptexturecoordinates flag in the material was removed.

- IVideoDriver::draw3DLine in all devices was improved. 

- The devcpp-version of the binary DLL which comes with the SDK is now faster.
  I'll compile this version from now on always with optimization switched on.

- Other, Minor New/Changed methods in public interfaces:
	* buildShadowMatrix in matrix4
	* getRotationDegrees in matrix4 (sent in by Chev)
	* rotateVect in matrix4
	* linear_search in array
	* recalculateBoundingBox in MeshManipulator	
	* ISceneManager::addStaticText() now has a parameter for word wrapping
	* getCharacterFromPos() in IGUIFont
	* drawMeshBuffer() in IVideoDriver;
	* interpolate() in matrix4
	* getLast in array

-------------------------------------------------------------------------------------
Changes in version 0.4.2: (13 Dec 2003)

- The engine does no more use only 16 bit textures internaly. Now all 
  other texture formats are supported too. This means higher precision
  and better quality images. In this context, the ISurface interface has
  been replaced by IImage, and the ISurfaceLoader by IImageLoader.
  
- By changing the texture creation mode of the IVideoDriver, it is now
  possible to influence how textures are created: You can choose between
  'optimized for speed', 'optimized for quality' or simply set constant
  bit depth like 'always 32 bit'. Also, you can now enable and disable
  Mip map generation with these falgs. Take a look at 
  IVideoDriver::setTextureCreationFlag() for details.
  
- There is now some support for outdoor or terrain rendering available.
  You can create a static mesh from a heightmap and a texture using 
  ISceneManager::addTerrainMesh(). You can specify a huge texture if you
  like, even bigger as your hardware allows to render, because the texture
  will be slitted up if necessary. 
  Another possibility for doing terrain rendering is the new Terrain Scene
  node. But it is only in a very early alpha stage, I disabled for example
  the use of different level of details.
  
- It is now possible to load software images into memory from files on
  disk, without creating a hardware texture. You can do this by calling
  IVideoDriver::createImageFromFile(). This is very useful for example
  for loading heighmaps for terrain renderers.
  
- The Quake 3 Map Loader now supports curved surfaces, thanks to by Dean P. Macri
  who sent in his code. (He also sent in lots of other cool stuff, which I will merge 
  with the code of next releases, lots of thanks to him!)

- It is now possible to control what text is printed out to the console and
  the debug window of Visual Studio. By getting a pointer to the ILogger
  interface, is is possible to adjust if Warning, Error or Informational
  texts should be printed out. In addition, now every text can be catched
  by the event receiver.
  
- The engine is now capable of loading .PCX files. Only a few PCX formats
  are supported currently, but at least the common used formats 
  of most textures of the quake 2 models. Thanks go to Dean P. Macri who
  sent in the code for the new PCXLoader!
  
- A new Scene node is available, which simply does nothing. It is useful for doing
  advanced transformations or for structuring the scene graph.
  
- The ISceneManager::addOctTreeSceneNode() now takes AnimatedMeshes as parameter.
  If this new method is called, the first frame in the animated mesh is taken as
  mesh to construct the octree. This means that you won't have to write
  addOctTreeSceneNode(yourMesh->getMesh(0)) anymore, but can use
  addOctTreeSceneNode(yourMesh), which is a little bit more intuitive.
  
- The Driver type enumeration have been adapted to the Irrlicht
  naming conventions. For example instead of writing DT_OPENGL, now write
  EDT_OPENGL.
  
- The ITexture interface has two new methods for getting the size of the 
  texture: ITexture::getSize() and ITexture::getOriginalSize(). This replaces
  the old getDimension()-method and allows to disable bugs which are generated
  by the automatic scaling to optimal sizes of textures.
  
- There are some new keycodes available: KEY_COMMA, KEY_PLUS, KEY_MINUS, KEY_PERIOD.
  
- There are now 3 lightmap Material types: EMT_LIGHTMAP, EMT_LIGHTMAP_M2 and
  EMT_LIGHTMAP_M4, which are making the lightmaps 2 or 4 times brighter. If you used
  the Material EMT_LIGHTMAP in your code, you should replace it now with
  EMT_LIGHTMAP_M4.
  
- The transformation enumeration names have been adapted to the irrlicht
  naming conventions. For example instead of writing TS_VIEW, now write
  ETS_VIEW.
  
- Video driver feature enumeration names have been changed from 
  EK3DVDF_... to EVDF_...
  
- The GUIEnvironment now has a new method: getRootGUIElement(). With this it 
  is possible now to add external created custom GUI Elements to the gui environment,
  without an existing internal GUI element as parent.
  
- The setViewPort()-Method of the OpenGL-device now works, too. Nothing stands now
  in the way of creating splitscreen applications using the OpenGL device.
  Oliver Klems sent code for this, I slightly modified it. Thank you!
  
- Corrected a bug, which made the EMT_REFLECTION_2_LAYER Material disappear on some
  hardware.
  
- Sirshane sent in a bug fix: It is now possible to make the mouse cursor
  invisible in the Linux version of the engine. Thanx sirshane!
  
- getFrameNr() of IAnimatedMeshSceneNode is now public.

- Again a small bug in the 3ds file loader was fixed.

- A small bug causing light positions being transformed in the OpenGL
  driver in a different then in D3D. Thanx to Matthias Gall for reporting
  this!
  
- Typing error fixed: ISceneCollisionMananger::getRayFromScreenCoordiantes renamed to 
  getRayFromScreenCoordinates.
  
- Linux support with multitexturing and mipmap generation has been improved.
  
- A bug was fixed wich caused the Engine not to run when compiled
  as dynamic library under linux. Thanks to Shane Parker who pointed out
  the problem.
  
- A bug was fixed in position2d.h in the operator +=, and the list iterator now
  has per and postfix operators. Thanks to Isometric God for spotting this out.
  
- A bug was fixed in the Metatriangleselector, causing it to detect only collisions
  with the last TriangleSelector in it.

-------------------------------------------------------------------------------------
Changes in version 0.4.1: (18 Sep 2003)

- Input events are now processed faster than repaint and window events. This
  means that input commands now effect things directly, in earlier versions
  there could be a delay when there were low frames per second. Some people
  noticed this when moving with the fps camera in large levels: The camera
  sometimes stopped seconds after the button was released. This is now fixed.
  
- A Message Box is now available in the GUI Environment. It looks like the 
  windows message boxes and supports OK, Cancel, Yes and No buttons, which
  can be combined freely. Also, it shows multiline text and adjusts its size
  based on the amount of text it shows, so it should be very useful for displaying
  (debug) messages during runtime.
  
- It is now possible to make all windows (message boxes, file open dialogs, 
  simple windows) modal.  
  
- IGUIStaticText now supports multiline text via automatic word warp and manual
  line breaking with '\n'. You only need to switch it on with 
  yourText->setWordWrap(true);
  
- Non default MD2 animations are now supported. Which means simply that you can
  enumerate the names of all md2 animations and the AnimatedMeshSceneNode now supports
  a setMD2Animation() with a character string as parameter instead of a constant.
  
- You do not need an event receiver anymore for sending user events to the active
  camera, this is now done autmaticly. In addition, it is now possible to 
  set a new event receiver during runtime of the engine using IrrlichtDevice::
  setEventReceiver().
  
- It is now possible to disable and enable the input receiver of a camera. This
  is useful for example for removing the users control of the camera. To do this,
  call camera->setInputReceiverEnabled(false);
  
- The first person shooter camera now supports a keymap: You can define your own
  key mapping to control the camera when you create it with ISceneManager::
  addCameraSceneNodeFPS().
  
- Thanks to Jon Pry, the engine now also loads compressed TGA texture files. Now only
  8 bit palette using TGAs are missing. :)

- There are methods for converting 3d coordinates in 2d coordinates and the other
  way round. You can find them as two new methods of the  ISceneCollisionManager:
  getRayFromScreenCoordiantes() and getScreenCoordinatesFrom3DPosition().
  
- There are now access methods in IGUIWindow for getting pointers to the
  maximize, minimize and close buttons, to be able to remove them for 
  example.
  
- Before starting up the engine, a version check now is performed and a warning is 
  written, if Irrlicht.DLL version and header version of your application do
  not match.
  
- A bug with the skybox has been fixed: In OpenGL, it was possible to see the
  borders of the skybox. In addition, when a skybox was visible, there were
  errors in the texture coordinates of other meshes. This is all fixed now. 
  
- A bug has been fixed causing the engine to crash when removing gui childs 
  which where created inside the .dll but are removed from outside. 
  
- A bug was fixed causing the engine to crash when drawing debug data of 
  octtree scene nodes with geometry data with vertices with one texture
  coordiante.
  
- Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
  me where the problem was. 
  
- The bug (reported by saigumi) preventing scene nodes attached to a camera
  from moving correctly is now fixed.
  
- The "Climb-Walls" bug (reported first by Matthias Gall) is fixed. Gravity
  acceleration is now quadratic instead of linear.
  
- A warning is now printed out, if too many vertices are rendererd with one call
  than the hardware supports.

- Other, Minor New/Changed methods in public interfaces:
   * get and setText() in IGUISkin
   * += operators are now available in the string class.
   * setRelativePosition() in IGUIElement
   * enumeration EKEY_CODES renamed to EKEY_CODE
   * getMaximalPrimitiveCount() in IVideoDriver
   * getAnimationCount() in IAnimatedMeshMD2
   * getAnimationName() in IAnimatedMeshMD2

-------------------------------------------------------------------------------------
Changes in version 0.4: (04 Sep 2003)

- Collision detection and reponse based on ellipsoids in now implemented.
  There is a new method available in the ISceneCollisionMananger, which returns
  a collision response point. In addition, a new SceneNodeAnimator is available,
  which causes a scene node, to which it is attached to, not to move through
  walls, to climb stairs and to be affected by gravity. This scene node animator
  can be attached to any scene node. For example adding it to the FPSCamera, it makes
  the user possible to walk through the 3d world as in first person shooters.

- There is now a full featured Particle System included in the engine for
  creating fire, explosions, snow, smoke and so on.
  It is cusomizeable and extensible. There is a ParticleSystemScene node
  available in the SceneManager and some standard particle emitters and
  affectors are already implemented.
  
- Realistic water: The engine now features a IWaterSurfaceScene node, which
  animates a static mesh with water waves. In combination with the new
  EMT_REFLECTION or EMT_TRANSPARENT_REFLECTION material type, you can easily
  create realistic animated water surfaces.
  
- Triangle base picking is now possible using the ISceneCollisionMananager.
  If a collision happened, the intersecoin point and the triangle causing
  the intersection is returned.
  
- Stencil shadows are now drawn using the ZFail method by default, but it is 
  possible to choose ZPass, if wished. This means that the camera may now move
  inside the shadow volumes and no errors will occur. In addition a stencil
  shadow bug is now fixed: In 0.3 there where no shadows visible in the TechDemo.
  
- The interface of ISceneNode has changed: There is no more a RelativeTransformation
  and AnimatedRelativeTransformation matrix. They have been replaced by 3 vectors:
  RelativeTranslation, RelativeRotation and RelativeScale, which can be accessed by
  the corresponing get() and set() methods. This simplifies the interface 
  a lot. Also, the set/getRelativePosition was renamed to set/getPosition. 
    
- The new IAnimatedMeshMD2 interface now returns start, begin time and
  fps of every MD2 animation type. In this context, IAnimatedMeshSceneNode
  got a new method called setMD2Animation(), which accepts a single constant
  like EMAT_ATTACK, which starts and plays the fitting animation (attack
  animation in this case), simplifying the interface a lot.
  
- Some scene nodes can now draw debug data like their bounding boxes.
  This feature is switched on for a single node by calling 
  ISceneNode::setDebugDataVisible(true). Looks really interesting for
  animated scene nodes like particle systems or animated meshes.
  
- There is now a IGUIInOutFader avaiable, which is able to fade in or
  out the whole screen or parts of it.
  
- The new IVideoModeList is a list with all available video modes. It can
  be retrieved with IrrlichtDevice::getVideoModeList(). If you are confused 
  now, because you think you have to create an Irrlicht Device with a video
  mode before being able to get the video mode list, let me tell you that
  there is no need to start up an Irrlicht Device with DT_DIRECTX8, DT_OPENGL or
  DT_SOFTWARE: For this (and for lots of other reasons) the null device,
  DT_NULL exists.
  
- With the new IMeshManipulator interface accessible with
  ISceneManager::getMeshManipulator() it is possible to perform some basic 
  operations on meshes: Flipping all surfaces, recalculating all normals, 
  scaling the mesh, creating a new texture mapping and so on.
  
- A new material for creating water surfaces or glass with reflections on it
  is available: EMT_REFLECTION_2_LAYER and EMT_TRANSPARENT_REFLECTION_2_LAYER.
  It has uses a reflection map, and an additional optional texture.
  The transparency of this material is set by the alpha color value in the vertices. 
  
- Another new material is EMT_SOLID_2_LAYER. It is a material with 2 textures,
  blended together with the alpha value of the vertex color. This material is
  currently only available in DirectX.
  
- Trilinear Filtering is now supported the engine.
  There is a new option in SMaterial: TrilinearFilter and EMF_TRILINEAR_FILTER.
  
- The addChild() method of the IAnimatedMeshSceneNode for adding SceneNodes to
  joints of skeletal animated meshes was removed.
  Instead there is now a new method: getMS3DJointNode(). This returns a pointer
  to a child node, wich has the same transformation as the corrsesponding joint.
  In this way it is possible to do more advanced operations with joints and 
  attaching scene nodes to joints. Also, the IAnimatedMeshMS3D interface now gives
  access to all joints. In this way, you can easily enumerate all names of all
  joints in the mesh.
  
- Font and color of every IGUIStaticText can now be set separately, without
  modifying the IGUISkin.
  
- There is now a ELEMENT_LEFT gui event, which all hovered elements receive when they
  are left.
  
- All features of the FileOpenDialog are now working.
  
- Debug informations are now printed out to the console window
  also on the win32 platform.
  
- FPSCamera now supports setTarget(). Its not precise but working.

- Textures of 3ds files are now loaded from the same directory in which the
  3ds file is. If the texture is not found there, the texture is tried to be 
  loaded from the current working directory. 
  
- A small bug in the 3ds file loader has been fixed. There where 3ds files exported
  by anim8or, where the reading of the 3ds file never stopped.
  
- It is now possible to configurate the minimal amount of polygons contained
  in every node in an OctTree via addOctTreeSceneNode().
  
- There is a new template class in the core namespace: triangle3d. With this,
  it is easy to find intersections between lines and triangles, find out if 
  a point is within a triangle and so on.
  
- A small bug in ISceneManager::addHillPlaneMesh() was fixed: Now the right tile
  amount is created.
  
- There is a new SceneNode available: IDummyTransformationSceneNode. It exists
  for making it possible to insert matrix transformations anywhere into the 
  scene graph.
  
- Added a new SceneNode animator for deleting Scene nodes automaticly after some
  time. Create it with ISceneManager::createDeleteAnimator().
  
- The techdemo now is interactive. After a short non-interactive flight over
  the quake 3 level, you are placed as player inside the level, may move around,
  shoot fire balls and take a look at some animated characters which are placed
  on the map.
  
- I fixed a bug which caused the screen get black when choosing shadows and fullscreen
  on some special 3d adapters. 

- I fixed some bugs in the linux port: The timer returned an incorrect time, causing
  wrong animations everywhere and the releasing of keys and mouse buttons was not 
  sent as event. In addition, I placed a copy of the zlib.a and jpeglib.a into the
  /lib/Linux directory and changed the Makefiles of the examples and the source
  of the engine for doing this automaticly in the future, so I hope there will be no
  problems with other versions of zlib and jpeglib anymore.
  
- There are 2 new tutorials: One showing how to do collision detection and 
  for special effects.

- Other, Minor New/Changed methods in public interfaces:
  * getVersion() in IrrlichtDevice
  * getLengthSQ() in vector3d
  * getInterpolated() in vector3d
  * getInterpolated() in SColor
  * getAngle() in vector2d
  * getAngleWith() in vector2d
  * getPrimitiveCountDrawed() in IVideoDriver renamed to getPrimitiveCountDrawn()
  * getSceneNodeFromSceenCoordinates() renamed to getSceneNodeFromScreenCoordinates()
  * getMeshType() in IAnimatedMesh
  * getInterpolated() in aabbox
  * setMD2Animation() in IAnimatedMeshSceneNode
  * getFullFileName() in IFileList
  * addShadowVolumeSceneNode() in IAnimatedMeshSceneNode extended with zfail parameter
  * drawStencilShadowVolume() in IVideoDriver extended with zfail parameter
  * getDistanceFromSQ() in vector3d
  * subString() in string
  * findFirst() in string
  * findLast() in string
  * getTriangleSelector() in ISceneNode
  * setTriangleSelector() in ISceneNode
  * draw3DTriangle() in IVideoDriver
  * setShadowColor() in ISceneManager
  * getShadowColor() in ISceneManager
  * addToDeletionQueue() in ISceneManager
  * getSceneNodeFromId() in ISceneManager
  
-------------------------------------------------------------------------------------
Changes in version 0.3: (18 Jul 2003)

- Linux port: The Irrlicht Engine now compiles and runs on Linux. Currently only
  the OpenGL driver is available. The Software driver would be there too, if 
  somebody could tell me a fast way to blit a A1R5G5B5 surface to the screen
  using X.
  All examples do compile and run, but there are some things missing:
   * It is not yet possible to make the mouse cursor invisibe.
   * The timer seems not to return the currect time.
   * Multitexturing does not work correctly on all gfx adapters.
  
- Ms3D Animations: The engine is now able to play skeletal animations directy
  from Milkshape 3D (.ms3d) files. It is also possible to attach objects to
  parts of the animated mesh. For example a weapon to the left hand of 
  the animated model.

- Because the swprintf function in Windows32 does not match the ISO C standard,
  and it does in linux and all other platforms, there is now a define in Irrlicht.h,
  to make the code be the same on all platforms:
  #define   swprintf   _snwprintf
  This simply means that you need to add a parameter to your swprintf calls if
  you used this function in your win32 irrlicht engine projects. For example instead
  of writing 
      wchar_t tmp[255]; 
      swprint(tmp, "FPS: %d", fps);
  you now write
      wchar_t tmp[255]; 
      swprint(tmp, 255, "FPS: %d", fps);

- Automatic culling has changed a little bit: It is now done by the SceneManager.
  Scene nodes now only need to return a valid, non transformed bounding box to be 
  culled automaticly. It is explaned in the CustomSceneNode Tutorial how this works.
  
- It is now possible to use the engine easily for 2D graphics: There are now to new
  methods in the IVideoDriver, which create an 1bit alpha channel for textures 
  using an color key. The methods are both named makeColorKeyTexture. There is a 
  tutorial '2d graphics' which explains how this works.
  
- The rect template class was removed and replaced by the rectEx class. There
  is now only one rectangle template available, called 'rect' for simplifying
  the interface.
  
- The texture coordinate bug in Milkshape 3d models with lots of shared vertices
  was fixed.
  
- Bugfix with GUI environment hovering invisible elements.

- There are two new tutorials: One for 2d graphics, and one for user interface.

- Tutorial changes:
   * All backslashes replaced by slashes in file names in 
     all tutorials for linux compatibility.     
   * RectEx replaces with rect in 1.HelloWorld
   * Added second parameter to swprintf in 2.Quake3Map
   * Added bounding box creation to 3.CustomSceneNode
   * Added second parameter to swprintf in 4.Movement
  
- New/Changed methods in public interfaces:
   * getClosestPoint in line3d	 
   * getMatrixOfMeshPart in IAnimatedMesh
   * removeChild in ISceneNode now returns true or false
   * addChild in IAnimatedMeshSceneNode
   * setParent in ISceneNode

-------------------------------------------------------------------------------------
Changes in version 0.2.5: (22 Jun 2003)

- A new material type is available: EMT_TRANSPARENT_VERTEX_ALPHA, which
  realizes transparency based on the vertex alpha color. It currently is
  only implemented in the DirectX device.

- There is now an ISceneCollisionManager available. Get it with 
  getSceneCollisionManager() from the ISceneManager. It currently only implements
  picking, but more is coming soon.

- Automatic Culling based on Bounding Boxes is implemented now. It can be switched on
  or off for every SceneNode seperately using ISceneNode::setAutomaticCulling().
  It is on by default.
  
- It is now possible to remove loaded textures for freeing memory or reloading them.
  Use IVideoDriver::removeTexture() or removeAllTextures().

- New drawing methods in the IVideoDriver interface:
   * Draw3dLine(), drawing a 3d line.
   * Draw3dBox(), which draws an axis aligned bounding box.
   * Draw2dLine(), currently only supported by the Software device.

- MD2 bugfixes:
   * There was a small bug with texture coordinates.
   * Frames are now correctly interpolated when playing animations.

- Bugfix in the 3ds file format loader: Single objects in the 3ds file with multiple
  materials attached are now loaded correctly.
  
- list.h renamed to irrlist.h due to compatibility issues.

- Now works with Dev-C++ 5 Beta 8. (4.9.8.0)
  
- New/Changed methods in public interfaces:
   * 'getInverse' in matrix4.
   * 'transformBox' in matrix4.
   * 'repair' in aabbox.
   * 'intersectsWithLine' in aabbox.
   * 'getVector' in line3d.
   * 'getMiddle' in line3d.
   * 'normalize' method in vector3d and vector2d now returns reference to vector.
   * 'getTransformedBoundingBox' in ISceneNode.
   * 'getChildren' in ISceneNode
   * 'setRotation' in ISceneNode
   * 'addHillPlaneMesh' in ISceneManager now accepts a texture repeat count parameter.
   

-------------------------------------------------------------------------------------
Changes in version 0.2: (19 May 2003)

- The engine is now able to load .3ds files, with their materials and textures.

- There are some new SceneNodeAnimators: A fly straight animator and a texture animator.

- Texture coordinates can now be set to clamp or wrap mode with 
  a flag in the SMaterial struct.
  
- Skyboxes are implemented.

- Billboards now work 100% correctly.

- The IAnimatedMeshSceneNode is now able to draw shadows of itself. To enable this, just call
  addShadowVolumeSceneNode(). Please note that shadows are currently just experimental,
  there are some bugs, and they only only in Direct3D mode.

- A small bug in the view frustrum and the octree fixed.

- The default aspect ratio in all camera scene nodes were changed.

- Some changes and extenstions to the core::matrix4, SViewFrustum, plane3d and
  aabbox were made. The plane3dex was removed, there is now only one plane implementation
  available. Implemented some ideas and suggestions by Mark Jeacocke. Thanx a lot!

- The interface for adding dynamic lights has been enhanced. There are some new methods
  for handling dynamic light in the IVideoDriver interface. For example, it is now possible
  to change the ambient light.

- There is a new parameter in the createDevice() function, which specifies if the 
  stencil buffer should be activated. Also, now all parameters have default parameters.

- There is now a timer object to get the current timer. It can be received using
  the getTimer() method from the IrrlichtDevice.

- The first person shooter camera is now able to be moved by external using 
  setRelativePosition() and the sceneNodeAnimators. In addition, it now supports 
  multiple FPS cameras.
  
- Mesh format loading extenstions are now possible. To extend the engine with a
  mesh format it currently does not support (e.g. .cob), just implement a 
  IMeshLoader interface and add it to the engine calling 
  ISceneManager::addExternalMeshLoader().

- It is now possible to extend the Irrlicht Engine easily with new texture file format
  loaders. If there is an image file format the engine does not support (for example
  .gif files) the IImageLoader interface can be implemented to load .gif files 
  and added to the engine via IVideoDriver::addExternalSurfaceLoader().
  
-------------------------------------------------------------------------------------
Changes in version 0.1.5: (03 Apr 2003)

- The zlib and libjpeg are now included in the SDK.

- It is now possible to let the scene manager generate a hilly plane on the fly.

- The Interface for handling dynamic lights was simplified.

- The OpenGL 2D and 3D device is now full implemented.

- There is now a way to access to root scene node from the scene manager, and so it
  is possible to add external created custom scene nodes to the scene.

- There is a new Camera control scene node available in the engine: First Person Shooter
  Camera Control. Look with mouse movement, move and strafe with the cursor keys.

- The engine now compiles with g++ and the Microsoft compilers, which enables it to
  develop applications for the engine with VisualC++6.0, VisualC++.NET and Dev-C++.

- There is now a ICursorControl available in the engine, which is able to modify the
  mouse cursor: Get/Set the position of the cursor, make it invisible or visible.

- video::Color was renamed to video::SColor to fit the Irrlicht Engine naming conventions
  and for g++ compatibility issues in the Vertices.

-------------------------------------------------------------------------------------
Release notes of version 0.1: (14 Mar 2003)

  This is an alpha version of the SDK. So please note that there are
  features missing in the engine and maybe also some bugs. The following
  list is a complete list of parts of this alpha SDK which do not work
  100% correct. All other parts which can be found in the documentation
  and accessed with the Irrlicht header files work and can already be 
  used. 
  
- OpenGL Device
  The OpenGL Device is currently only able to load textures and draw basic 
  3D primitives. No 2D functions, complex materials and dynamic light are
  implemented. Please use the DirectX8 or the Software Device instead. 
  In the next release (0.2) the OpenGL device will be complete.
  
- Software Device
  Dynamic lighting, multitexturing, 3d clipping and bilinear filtering are
  not implemented because the Software Device was intented to to only 2d 
  functions, the primitive 3d functions are only an addition. Until the
  first non beta release (1.0) of the Engine, some more 3d functionality
  will be added.
  
- BspTree
  The binary space partition scene node does not work correctly and has 
  some bugs in it, which might lead to crashes. Please use the OctTree
  scene node instead. There is nearly no difference between the interface
  of them.

- MeshViewerGUIElement
  The camera control of this element is currently disabled.
  
- FileOpenDialog
  Not all functions are implemented.
  
- Render to Texture support
  Is not implemented yet.
  
- MS3D Skeletal Animation
  A loaded mesh is currently not animated and only drawn static.
  
- Quake 3 maps
  No support for curved surfaces yet.
  
- Linux Support
  The engine currently only runs with Windows platforms. A linux version
  will be available somewhere between the versions 0.2 and 0.5, it depends
  on the need of the users.

-------------------------------------------------------------------------------------
