Search found 17 matches
- Wed Nov 04, 2009 12:33 pm
- Forum: Advanced Help
- Topic: Multiple keys pressed
- Replies: 5
- Views: 1261
- Tue Nov 03, 2009 12:42 pm
- Forum: Advanced Help
- Topic: Multiple keys pressed
- Replies: 5
- Views: 1261
Multiple keys pressed
Hello, I have a problem with key presses when several ( >= 3 ) keys are down. Depending on the combination, the third key press event is never received. My code : if (event.EventType == EET_KEY_INPUT_EVENT) { if (event.KeyInput.PressedDown) { // Not reached } } I assume it is because the system key ...
- Mon Jun 22, 2009 7:46 am
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 314
- Sun Jun 21, 2009 11:18 pm
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 314
Well, the problem is that it occurs even if removeAllTexture is called between the loadings... I was only stress-testing my save/load game system, so the number of loaded images is always the same. The log says something like : Loaded texture A Loaded texture B Loaded texture C driver->removeAllText...
- Sun Jun 21, 2009 2:29 pm
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 314
Problem when loading more than 128 textures
Hello Context : Irrlicht 1.5, Win32, OpenGL or DirectX I have some textures that I load : driver->getTexture(...) driver->getTexture(...) and then I unload everything : driver->removeAllTextures(); When I repeat this until driver->getTexture is called 128 times, my program no longer displays texture...
- Mon Jun 08, 2009 10:30 pm
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 559
It definitely works ! Sincerely, working with light, efficient, well written libraries is something I like (namely Irrlicht, Lua, and now gameswf). I replaced the SDL-opengl code with glew and it worked like a charm. Once this is done, the rendering loop is basically : glPushAttrib(GL_ALL_ATTRIB_BIT...
- Fri Jun 05, 2009 2:58 pm
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 559
- Fri Jun 05, 2009 11:13 am
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 559
- Fri Jun 05, 2009 10:51 am
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 559
Exposing opengl to a 3rd pary lib
I am evaluating the use of some third parties to display my ingame GUI. One of my potential choices is gameswf, which is able to run and display basic swf flash files using several hardware acceleration layers (in particular, opengl). How difficult would it be to integrate such 3rd party with Irrlic...
- Fri May 23, 2008 6:55 am
- Forum: Bug reports
- Topic: Can't use SpecularColor properly
- Replies: 5
- Views: 595
Code: Select all
Irrlicht Engine version 1.4
Microsoft Windows XP Professional Service Pack 2 (Build 2600)
Using renderer: OpenGL 2.1.1
Quadro FX 360M/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 1.3
- Wed May 21, 2008 1:58 pm
- Forum: Bug reports
- Topic: Can't use SpecularColor properly
- Replies: 5
- Views: 595
Can't use SpecularColor properly
Hello, It's horrible to fail on such a ridiculous problem. I have 1 MeshSceneNode that has some material properties specified, including SpecularColor. It works. Then, I draw some triangles with this code : SMaterial mate; mate.SpecularColor = SColor(0x0); driver->setMaterial(mate); driver->drawInde...
- Sat May 10, 2008 12:11 am
- Forum: Advanced Help
- Topic: A class to display sprites
- Replies: 7
- Views: 826
- Wed May 07, 2008 5:13 pm
- Forum: Advanced Help
- Topic: A class to display sprites
- Replies: 7
- Views: 826
A class to display sprites
I need to display sprites. I was thinking of writing a class that : [*] load images [*] pack them into a big texture (or several of needed) [*] allow to display sprites without having to care of the textures To pack the images in a big texture, a kind of geometric optimization algorithm is needed. I...
- Thu Feb 08, 2007 9:31 am
- Forum: Beginners Help
- Topic: Render to texture with antialiasing
- Replies: 7
- Views: 433
Thanks for answering so quickly ;-) But that means no fullscreen post-processing shader can be applied, without a downsampling degradation ? Would it be a lot work to create a patch allowing to render to a bigger texture ? I need fullscreen post-processing shaders for the project i'm porting from MD...
- Thu Feb 08, 2007 8:29 am
- Forum: Beginners Help
- Topic: Render to texture with antialiasing
- Replies: 7
- Views: 433
I thought that d3d could do all the time and OpenGL can since fbos were implemented I'll try with openGL and see what's happening. Anyway, how do you explain the low quality of rendering when the device dimensions are not powers of 2 ? I think it's because the rendering is done on a smaller surface...