Search found 17 matches

by raytaller
Wed Nov 04, 2009 12:33 pm
Forum: Advanced Help
Topic: Multiple keys pressed
Replies: 5
Views: 1261

Thanks for your help ! Hmm... I have to check this but I'm pretty sure I was just moving with left and up, and shooting with space. Up + left + space is not a so exotic combination. class CustomEventReceiver : public IEventReceiver { virtual bool OnEvent(const SEvent & event) { /// Keyboard /// ...
by raytaller
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 ...
by raytaller
Mon Jun 22, 2009 7:46 am
Forum: Beginners Help
Topic: Problem when loading more than 128 textures
Replies: 3
Views: 314

Ok never mind, it certainly comes from my code
by raytaller
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...
by raytaller
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...
by raytaller
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...
by raytaller
Fri Jun 05, 2009 2:58 pm
Forum: Advanced Help
Topic: Exposing opengl to a 3rd pary lib
Replies: 5
Views: 559

Thanks, I tried and it worked, didn't know it was possible to call opengl directly.
I hope I am able to make gameswf work with Irrlicht. I'll publish my work here if so.
by raytaller
Fri Jun 05, 2009 11:13 am
Forum: Advanced Help
Topic: Exposing opengl to a 3rd pary lib
Replies: 5
Views: 559

Thanks for the fast reply.
I didn't know this class ! So as long as an opengl device is running, I can just include some gl headers and call glWhatIWant between beginScene() and endScene() ?
Can't be so easy, is it ?
by raytaller
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...
by raytaller
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
by raytaller
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...
by raytaller
Sat May 10, 2008 12:11 am
Forum: Advanced Help
Topic: A class to display sprites
Replies: 7
Views: 826

Thanks ! This class is cool. And what about the idea of automatically build a texture composed of all the sprites ? The use may look like : SpriteLoader loader(); Sprite & s1 = loader.createSprite("s1.jpg"); // SpriteLoader update its internal texture Sprite & s2 = loader.createSpr...
by raytaller
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...
by raytaller
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...
by raytaller
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...