Search found 14 matches

by techiemac
Wed Sep 12, 2007 9:52 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and memory management
Replies: 4
Views: 984

Of course I was just thinking of this to avoid the potentially dangerous "delete this" and the issue with all NULL pointer checks failing after. We all know how fun those access violations are to track down :)
by techiemac
Wed Sep 12, 2007 3:12 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and memory management
Replies: 4
Views: 984

Irrlicht and memory management

I had a suggestion for the improvement of Irrlicht and how it does memory management.

Currently I noticed that Irrlicht does a reference counting scheme (somewhat manual with grab() and drop()). I would like to propose moving to something somewhat like boost::shared_ptr<> (boost smart pointers ...
by techiemac
Wed Jun 06, 2007 3:52 pm
Forum: Bug reports
Topic: [fixed]Possible render to texture transparency bug
Replies: 13
Views: 3351

Progress

Anyone know if a svn update may have a bug fix for this issue?

Currently I'm working around it for the sake of my project's release schedule but it does make things a little more difficult.

If there is a pointer to a design of Burning's Renderer then I may be able to find a fix (so my company can ...
by techiemac
Mon Apr 16, 2007 12:55 pm
Forum: Bug reports
Topic: [solved]WindowId: shouldn't it be a pointer type?
Replies: 9
Views: 1625

I was just throwing it out there. It would at least hide the pointer specific cast from the user. But if you all feel that it's a waste, I'll retract my comment :)

On a side note, one advantage of hiding pointers behind templates is you can move to more of a smart pointer paradigm (see boost::smart ...
by techiemac
Mon Apr 16, 2007 12:48 pm
Forum: Bug reports
Topic: [fixed]Possible render to texture transparency bug
Replies: 13
Views: 3351

Does anyone out there know if there is a doc that describes the internals of BurningsRenderer? I have started to step into the code and poke around but if there is a README or something (maybe there is and I'm just missing it), it would help with debugging!


Edit:
I should note that this issue does ...
by techiemac
Fri Apr 13, 2007 6:28 pm
Forum: Bug reports
Topic: [solved]WindowId: shouldn't it be a pointer type?
Replies: 9
Views: 1625

What about the possiblity of using a template.

One way I have gotten around OS specific things is to create a lightweight template object and then typedef the whole thing. Other methods can then be added to the template to help with specific requirements of the irrlicht engine.

For example ...
by techiemac
Thu Apr 12, 2007 2:23 pm
Forum: Bug reports
Topic: [fixed]Possible render to texture transparency bug
Replies: 13
Views: 3351

Thanks for the response.
Hmm it didn't seem to work. So I found a site to throw some screenshot up.

Following image uses BurningVideo with the following setRender target code
driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,0));
http://img249.imageshack.us/img249/2149 ...
by techiemac
Mon Apr 09, 2007 6:46 pm
Forum: Open Discussion and Dev Announcements
Topic: Best Engine Compare
Replies: 25
Views: 8750

Well since we are still in development, I probably can't show anything.

But I can say that it's not a game.

I actually knew about irrlicht during the evaluation of engines based on some stuff I was playing with at home (the hobby category... yea I'm a geek, I code for work and I code for fun ...
by techiemac
Mon Apr 09, 2007 3:47 pm
Forum: Open Discussion and Dev Announcements
Topic: Best Engine Compare
Replies: 25
Views: 8750

Re: Best Engine Compare


There are currently NO commercial apps using Irrlicht that I am aware of.


Well maybe I can bring awareness to this topic :)

Currently we are going to be using Irrlicht for a commercial app for a pretty big project. This is not some small shareware project (not to say that there is anything ...
by techiemac
Mon Apr 09, 2007 1:34 pm
Forum: Bug reports
Topic: [fixed]Possible render to texture transparency bug
Replies: 13
Views: 3351

So...

The weird part about that is the actual object when rendering in the Burning Video renderer is transparent instead of the object background.

So it seems somewhat counter intuitive. In other words, I would expect the background to be transparent instead of the object in the scene.

If I can find a ...
by techiemac
Fri Apr 06, 2007 10:19 pm
Forum: Bug reports
Topic: [fixed]Possible render to texture transparency bug
Replies: 13
Views: 3351

[fixed]Possible render to texture transparency bug

I think I might have found a possible bug though my use of the EDT_BURNINGSVIDEO renderer.
Currently I have been playing with rendering scenes in textures but I think I might have run smack center into a bug. Hopefully it's in my code so then it's a much easier fix :)

When I create a EDT ...
by techiemac
Fri Dec 29, 2006 12:35 am
Forum: Beginners Help
Topic: [SOLVED] OpenGL and Unlock
Replies: 3
Views: 358

Well I figured it out!

So instead of keeping my solution as a deep dark secret I'll present my solution (don't you love the postings that say "I figured it out" and nothing more :) ).

I recompiled Irrlicht with MIP mapping disabled. So all I had to do is define DISABLE_MIPMAPPING

My performance ...
by techiemac
Fri Dec 29, 2006 12:23 am
Forum: Beginners Help
Topic: [SOLVED] OpenGL and Unlock
Replies: 3
Views: 358

Hmm...

I have a GeForce 7600 GT with the latest drivers and the OpenGL Extenions Viewer reports 100% compatibility up to V2.1 (Only unsupported feature is Shading Language Version 1.20). So I don't know if it's a hardware issue. Thanks for the input though!

If only DirectX would give me exclusive ...
by techiemac
Thu Dec 28, 2006 5:05 am
Forum: Beginners Help
Topic: [SOLVED] OpenGL and Unlock
Replies: 3
Views: 358

[SOLVED] OpenGL and Unlock

So I am a complete newbie to Irrlicht but I must say... very nice engine! I really like the Object Oriented approach to everything.

That said, I'm having some newbie problems (or maybe my complete lack of understanding of the differences between OpenGL and DirectX 9).

Currently I am using full ...