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Search found 1186 matches
- Wed Jan 03, 2024 2:55 pm
- Forum: Bug reports
- Topic: [fixed]No texture coordinates in cone mesh
- Replies: 11
- Views: 3894
- Sun Dec 24, 2023 12:21 am
- Forum: Bug reports
- Topic: [fixed]No texture coordinates in cone mesh
- Replies: 11
- Views: 3894
- Sat Dec 23, 2023 6:15 pm
- Forum: Bug reports
- Topic: [fixed]No texture coordinates in cone mesh
- Replies: 11
- Views: 3894
Re: No texture coordinates in cone mesh
You seem to use an invalid SSL certificate on your server: https://imgur.com/a/zREL4A8Strange no idea why image won't show up for you.
Yes, the artifacts look weird. But the UVs are good i think, at least i don't see them in my app: https://imgur.com/a/ZTWHUlR
- Fri Dec 22, 2023 11:10 pm
- Forum: Bug reports
- Topic: [fixed]No texture coordinates in cone mesh
- Replies: 11
- Views: 3894
Re: No texture coordinates in cone mesh
Hey, thanks for looking into it. Can't see your image, my browser shows a "broken image" icon. I've applied your changes and this is what it looks like with a square texture: https://imgur.com/a/rptS79q Note that i don't use Irrlicht but only the mesh geometry code in a vanilla OpenGL app....
- Fri Dec 22, 2023 12:11 pm
- Forum: Bug reports
- Topic: [fixed]No texture coordinates in cone mesh
- Replies: 11
- Views: 3894
[fixed]No texture coordinates in cone mesh
The CGeometryCreator creates cone meshes without texture coordinates despite the comment for CGeometryCreator::createConeMesh says so:
https://sourceforge.net/p/irrlicht/code ... r.cpp#l898A cone with proper normals and texture coords.
- Fri Feb 12, 2021 9:25 am
- Forum: Bug reports
- Topic: [fixed]Redundant compiler switches
- Replies: 1
- Views: 2558
[fixed]Redundant compiler switches
When compiling Irrlicht with GCC in release mode ( NDEBUG=1 ), there are the following switches to GCC: -fstrict-aliasing -fexpensive-optimizations -O3 You can reduce this to -O3 since the other two are already included by -O2 , which in turn is included by -O3 . See https://gcc.gnu.org/onlinedocs/g...
- Fri Dec 11, 2020 9:49 pm
- Forum: Bug reports
- Topic: [fixed]Spelling errors in CNullDriver
- Replies: 1
- Views: 2599
[fixed]Spelling errors in CNullDriver
There are 2 spelling errors of "First" in the CNullDriver class (spelled "Frist"): xx@xxx:~/development/libs/irrlicht/source$ grep -rin frist * Irrlicht/CNullDriver.h:288: //! this: Frist, draw all geometry. Then use this method, to draw the shadow Irrlicht/CNullDriver.cpp:...
- Wed Jan 08, 2020 7:45 am
- Forum: Bug reports
- Topic: [fixed]CPLYMeshFileLoader checks wrong vertex count
- Replies: 2
- Views: 2773
[fixed]CPLYMeshFileLoader checks wrong vertex count
Hi, i think i have discovered a subtle bug in the CPLYMeshFileLoader. CDynamicMeshBuffer *mb = new CDynamicMeshBuffer(video::EVT_STANDARD, vertCount > 65565 ? video::EIT_32BIT : video::EIT_16BIT); Shouldn't it check for vertex count > 65536 instead of 65565? Edit: CNullDriver checks for if ((i...
- Fri Jun 16, 2017 7:15 pm
- Forum: Beginners Help
- Topic: Reading arbitrary number of bits from a byte stream
- Replies: 2
- Views: 639
Re: Reading arbitrary number of bits from a byte stream
Thanks, i think i solved it. unsigned char get_bit(unsigned char *data, const unsigned bitoffset) { unsigned char c = (unsigned char) (data[bitoffset >> 3]); // X>>3 is X/8 unsigned int bitmask = 1 << (bitoffset & 7); // X&7 is X%8 return ((c & bitmask) != 0) ? 1 : 0; } ...
- Fri Jun 16, 2017 12:13 am
- Forum: Beginners Help
- Topic: Reading arbitrary number of bits from a byte stream
- Replies: 2
- Views: 639
Reading arbitrary number of bits from a byte stream
Hi, i try to get pixel data out of GIF89a images. Parsing the file works ok, but now i struggle with the LZW encoded image data. I have a byte stream of image data, out of which i need to extract n bits at a time. n can between 2 and 12 inclusive, that means that a code (sequence of bits) can spread...
- Wed Jun 14, 2017 6:02 pm
- Forum: Beginners Help
- Topic: Segfault when converting vector of characters to string
- Replies: 2
- Views: 598
Re: Segfault when converting vector of characters to string
The app works for me. Your system is broken somehow, for the dynamic loader to crash. Sorry, i forgot to tell that i compile with -lGL compiler switch. Without the OpenGL lib, the app works ok indeed. I've updated the original post. EDIT: Problem is solved: I had to add -pthread to the linker flags...
- Wed Jun 14, 2017 5:09 pm
- Forum: Beginners Help
- Topic: Segfault when converting vector of characters to string
- Replies: 2
- Views: 598
Segfault when converting vector of characters to string
Hi, i want to convert an std::vector<unsigned char> to std::string. Unfortunately, the application crashes. Can you help me? Edit: The app only crashes when using the -lGL compiler switch. Without it, the app works ok. Edit2: Problem solved, see last post of mine. Example code: #include <vector> #...
- Thu Jun 01, 2017 12:16 pm
- Forum: Bug reports
- Topic: Translation of texture doesn't work in gl_TextureMatrix
- Replies: 13
- Views: 3668
Re: Translation of texture doesn't work in gl_TextureMatrix
Sorry for bumping, but i just made an example which uses the suggested method to send core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); as a uniform variable. As you can see in the screenshot, only scaling works this way. (Bottom left cube is the shader one, bottom right is textured with t...
- Wed May 31, 2017 8:41 am
- Forum: Bug reports
- Topic: Translation of texture doesn't work in gl_TextureMatrix
- Replies: 13
- Views: 3668
Re: Translation of texture doesn't work in gl_TextureMatrix
@randomMesh: My suspicion (without coding yet) would be that you try to set translation and scaling in the same matrix and one overwrites the other. No, i set scale for one buffer and translate for another buffer. These values are altered in my update method in case it makes a difference. ... thi...
- Tue May 30, 2017 9:21 pm
- Forum: Bug reports
- Topic: Translation of texture doesn't work in gl_TextureMatrix
- Replies: 13
- Views: 3668
Re: Translation of texture doesn't work in gl_TextureMatrix
I tried this but it only works for scaling. Translation is ignored.Nadro wrote:@randomMesh
As CuteAlien said, you can use IVideoDriver::getTransform and pass this matrix manually.