Hi Hybrid,
actually, I have a rather recent Asus EeePc with OpenGL 1.1! Will keep it that way, for testing purposes.
@CuteAlien:
I modified irrlicht 1.3, it does everything I need right now. Using a newer version would mean lots of rewriting, for the same result. In my case it's important, that ...
Search found 212 matches
- Wed Sep 05, 2012 8:01 pm
- Forum: Advanced Help
- Topic: OpenGL compatibility
- Replies: 36
- Views: 8115
- Sat Sep 01, 2012 7:52 am
- Forum: Advanced Help
- Topic: OpenGL compatibility
- Replies: 36
- Views: 8115
Re: OpenGL compatibility
Hi Hybrid,
Thanks for your quick reply!
The changes are actually very simple. As I knew that OpenGL 1.1 worked in Irrlicht 1.0, I just copied the original code of Irrlicht 1.0, and run that if OpenGL version is 1.1.
So the functions were changed like this:
if (atof((c8*)glGetString(GL_VERSION ...
Thanks for your quick reply!
The changes are actually very simple. As I knew that OpenGL 1.1 worked in Irrlicht 1.0, I just copied the original code of Irrlicht 1.0, and run that if OpenGL version is 1.1.
So the functions were changed like this:
if (atof((c8*)glGetString(GL_VERSION ...
- Fri Aug 31, 2012 3:54 pm
- Forum: Advanced Help
- Topic: OpenGL compatibility
- Replies: 36
- Views: 8115
Re: OpenGL compatibility
Hi guys,
ran into the same old problem recently: even 5 years later a lot of computers still have OpenGl 1.1 installed, so Irrlicht programs with OpenGL don't
run out-of-the-box.
But now the good news: I was able to fix the opengl 1.1 texture problem with some simple adjustments in COpenGLTexture ...
ran into the same old problem recently: even 5 years later a lot of computers still have OpenGl 1.1 installed, so Irrlicht programs with OpenGL don't
run out-of-the-box.
But now the good news: I was able to fix the opengl 1.1 texture problem with some simple adjustments in COpenGLTexture ...
- Fri May 04, 2012 3:38 pm
- Forum: Advanced Help
- Topic: Trackball rotation - is it possible in Irrlicht?
- Replies: 13
- Views: 2767
Re: Trackball rotation - is it possible in Irrlicht?
Hi Serengeor,
I highly doubt that this will work. If I remember correctly, I already tried that some years ago. But anyway will look into it, it would indeed be the easiest solution...
I highly doubt that this will work. If I remember correctly, I already tried that some years ago. But anyway will look into it, it would indeed be the easiest solution...
- Thu May 03, 2012 7:28 am
- Forum: Advanced Help
- Topic: Trackball rotation - is it possible in Irrlicht?
- Replies: 13
- Views: 2767
Re: Trackball rotation - is it possible in Irrlicht?
Hi smso,
Thank you for your reply. Unfortunately that doesn't seem the answer: the problem is that I can do quaternion math to avoid gimbal lock, but it seems impossible to set the model orientation to the according quaternion matrix. The setRotation function uses Euler angles, which will result in ...
Thank you for your reply. Unfortunately that doesn't seem the answer: the problem is that I can do quaternion math to avoid gimbal lock, but it seems impossible to set the model orientation to the according quaternion matrix. The setRotation function uses Euler angles, which will result in ...
- Wed May 02, 2012 3:50 pm
- Forum: Advanced Help
- Topic: Trackball rotation - is it possible in Irrlicht?
- Replies: 13
- Views: 2767
Re: Trackball rotation - is it possible in Irrlicht?
Hi Guys,
I have been working on a lot of other stuff, while checking this forum once in a while. Finally, I started working on my irrlicht project again. I have checked the forum if someone came up with a method to implement an arcball/trackball in Irrlicht, but it seems it is still not possible ...
I have been working on a lot of other stuff, while checking this forum once in a while. Finally, I started working on my irrlicht project again. I have checked the forum if someone came up with a method to implement an arcball/trackball in Irrlicht, but it seems it is still not possible ...
- Sat Aug 09, 2008 6:51 pm
- Forum: Beginners Help
- Topic: software renderer performance
- Replies: 11
- Views: 1197
- Sat Aug 09, 2008 11:22 am
- Forum: Beginners Help
- Topic: software renderer performance
- Replies: 11
- Views: 1197
- Thu Aug 09, 2007 10:24 am
- Forum: Beginners Help
- Topic: {pics too)
- Replies: 5
- Views: 722
- Fri Jul 20, 2007 5:49 pm
- Forum: Beginners Help
- Topic: Example Bullet Code, needs 1 last issue figured out
- Replies: 3
- Views: 811
Re: Example Bullet Code, needs 1 last issue figured out
Maybe it is because you don't use a metaselector? Also, which version of Irrlicht are you using?kendric wrote:... and hopefully somebody will also have an idea why about 10-20% of the time bullets seem to be able to go through an enemy without a collision detected.
- Fri Jul 20, 2007 12:08 pm
- Forum: Beginners Help
- Topic: OpenGL Multitexture Extension
- Replies: 10
- Views: 11260
- Fri Jul 20, 2007 10:22 am
- Forum: Beginners Help
- Topic: OpenGL Multitexture Extension
- Replies: 10
- Views: 11260
- Sat Jul 07, 2007 8:41 pm
- Forum: Advanced Help
- Topic: Problems with shaders
- Replies: 4
- Views: 951
- Thu Jun 28, 2007 12:01 am
- Forum: Advanced Help
- Topic: Prerendered 3d and collision (Res Evil 2 like) + Perspective
- Replies: 16
- Views: 3092
- Wed Jun 27, 2007 7:49 am
- Forum: Advanced Help
- Topic: Prerendered 3d and collision (Res Evil 2 like) + Perspective
- Replies: 16
- Views: 3092
You can also optimize your models and textures to speed up things. On most computers nowadays you could realtime render at least 200.000 triangles each frame. As most commercial games use about 7000 triangles per character, that allows for lots of characters. Maybe something else is slowing you down?