Okay, so I've worked out what is happening. You do have a bug but it's in a different place...
What happened was that I tried to modify the render target texture, and no changes were made in non-Software modes, so then I tried just reading the texture, and that didn't seem to work either. So then I ...
Search found 14 matches
- Thu Jun 21, 2007 8:12 am
- Forum: Bug reports
- Topic: Can't edit a render target texture in DirectX
- Replies: 5
- Views: 1270
- Wed Jun 20, 2007 8:04 am
- Forum: Competition Time!
- Topic: Irrlicht logo animated splash screen type intro
- Replies: 22
- Views: 24054
- Wed Jun 20, 2007 7:59 am
- Forum: Bug reports
- Topic: Can't edit a render target texture in DirectX
- Replies: 5
- Views: 1270
So what's the point of all that code in the CD3D9Texture::lock() function? It looks to me like it's creating a duplicate of the render target in system memory, using the DirectX GetRenderTargetData() function to copy the contents of the render target to the duplicate texture and then returning a ...
- Tue Jun 19, 2007 3:29 pm
- Forum: Bug reports
- Topic: Can't edit a render target texture in DirectX
- Replies: 5
- Views: 1270
Can't edit a render target texture in DirectX
I am trying to edit a render target texture (to do some post-processing), but it seems that with DirectX this doesn't work. I don't get any errors - it just doesn't change anything. Even if I try to read the texture I just get the wrong bytes back instead of the texture contents. However, it works ...
- Fri Jun 15, 2007 3:06 pm
- Forum: Competition Time!
- Topic: Irrlicht logo animated splash screen type intro
- Replies: 22
- Views: 24054
- Fri Jun 15, 2007 12:59 pm
- Forum: Competition Time!
- Topic: Irrlicht logo animated splash screen type intro
- Replies: 22
- Views: 24054
- Wed Jun 13, 2007 8:45 am
- Forum: Competition Time!
- Topic: Irrlicht logo animated splash screen type intro
- Replies: 22
- Views: 24054
Irrlicht logo animated splash screen type intro
Hi guys.
I think the engine could include a brief "Using Irrlicht" type animated logo screen that people can include at the start of their projects. Like in commercial games when you run them and it has a 5-second "Published by Publisher X" type thing and then another 5-second "Created by Company ...
I think the engine could include a brief "Using Irrlicht" type animated logo screen that people can include at the start of their projects. Like in commercial games when you run them and it has a 5-second "Published by Publisher X" type thing and then another 5-second "Created by Company ...
- Fri May 11, 2007 10:35 am
- Forum: Beginners Help
- Topic: How can I change parts of an animated mesh?
- Replies: 10
- Views: 1110
- Fri May 11, 2007 8:06 am
- Forum: Beginners Help
- Topic: How can I change parts of an animated mesh?
- Replies: 10
- Views: 1110
Ah, I was a bit lost for a while there, but now I think understand what you're talking about. You're saying I could have a single animation with the component body-part meshes all attached to it, or I could have separate animations to go with each body part, the separate animations being attached to ...
- Thu May 10, 2007 8:03 am
- Forum: Beginners Help
- Topic: How can I change parts of an animated mesh?
- Replies: 10
- Views: 1110
- Wed May 09, 2007 10:28 am
- Forum: Beginners Help
- Topic: How can I change parts of an animated mesh?
- Replies: 10
- Views: 1110
How can I change parts of an animated mesh?
Hi everyone.
I would like to be able to have animated characters in my game with body parts that I can change. For example, the hero would start off with bare feet and then when he finds a pair of cool boots with spikes on, the feet/ankle/lower-leg part of the mesh would get swapped out from the ...
I would like to be able to have animated characters in my game with body parts that I can change. For example, the hero would start off with bare feet and then when he finds a pair of cool boots with spikes on, the feet/ankle/lower-leg part of the mesh would get swapped out from the ...
- Fri Dec 08, 2006 5:48 pm
- Forum: Bug reports
- Topic: [fixed] Application Crash with DirectX on Windows 2003
- Replies: 6
- Views: 1175
Knowing A Better Way is no substitute for testing.
Well, you say that the inits are done somewhere, but when I ran the irrlicht DLL in debug mode those variables were 0xcdcdcdcd when it came to the drop() function, which then tried to drop() them and that crashed.
Also, if you don't want to include my test for VideoDriver being NULL, try setting ...
Also, if you don't want to include my test for VideoDriver being NULL, try setting ...
- Fri Dec 08, 2006 4:27 pm
- Forum: Bug reports
- Topic: [fixed] Application Crash with DirectX on Windows 2003
- Replies: 6
- Views: 1175
Since nobody responded I had to fix it myself. ;)
Okay, I've installed the DX9 SDK and found the reason for the crash. It's in here:
bool CGUIFont::load(io::IReadFile* file)
{
return loadTexture ( Driver->createImageFromFile ( file ),
file->getFileName()
);
}
This crashes because Driver is NULL. To fix it, add two lines (marked with + below ...
bool CGUIFont::load(io::IReadFile* file)
{
return loadTexture ( Driver->createImageFromFile ( file ),
file->getFileName()
);
}
This crashes because Driver is NULL. To fix it, add two lines (marked with + below ...
- Fri Dec 08, 2006 11:04 am
- Forum: Bug reports
- Topic: [fixed] Application Crash with DirectX on Windows 2003
- Replies: 6
- Views: 1175
[fixed] Application Crash with DirectX on Windows 2003
I've just downloaded Irrlicht 1.2 and IrrWizard 1.1, and have been playing around with them. I got all four wizard modes to compile in Visual Studio 7.1, but when choosing DirectX as the display mode, the application crashes. The line is:
m_pDevice = createDevice(EDT_DIRECT3D8, core::dimension2d ...
m_pDevice = createDevice(EDT_DIRECT3D8, core::dimension2d ...