Search found 18 matches

by Piraaate
Fri Oct 02, 2009 8:23 am
Forum: Bug reports
Topic: [fixed]Global ambient with different APIs (D3D & GL)
Replies: 12
Views: 1781

hybrid wrote:Hmm, interesting. I coudl have sworn that OpenGL also multiplies. I'll check this and think about your patch.
I sure would have too :(
I might have the wrong results, that's why I 'm asking if someone know a good source of information on that topic...
by Piraaate
Thu Oct 01, 2009 9:26 am
Forum: Bug reports
Topic: [fixed]Global ambient with different APIs (D3D & GL)
Replies: 12
Views: 1781

[fixed]Global ambient with different APIs (D3D & GL)

Hi there ! I ran into a bug, well, it's more a difference between graphical APIs I think. It concerns ambient lighting. In Irrlicht (and in most engines/API) it's a combination of three things : - a global parameter set by setAmbientLight on the ISceneManager or directly on the IVideoDriver (global)...
by Piraaate
Fri Sep 25, 2009 4:13 pm
Forum: Bug reports
Topic: Wrong UVs with Lwo mesh loader
Replies: 3
Views: 932

I was expecting something like that, but since I don't know anything about LWO, I couldn't be sure.
Well, if someone feels like updating the loader, I'll be glad, otherwise, as Hybrid said, I'll gonna go for another type of mesh :)
by Piraaate
Fri Sep 25, 2009 9:02 am
Forum: Bug reports
Topic: Wrong UVs with Lwo mesh loader
Replies: 3
Views: 932

Wrong UVs with Lwo mesh loader

Hi there !
It seems like there's a bug in the Lwo loader as the texture coordinates are all over the place when I try to load the following model...
If someone could take a look and tell me what's going on, I'll appreciate !

http://www.fileshost.com/download.php?id=A34992161

Thank you !
by Piraaate
Fri Aug 21, 2009 12:07 pm
Forum: Open Discussion and Dev Announcements
Topic: Wii port?
Replies: 6
Views: 1390

Re: Wii port?

What parts of Irrlicht would I need to change if I wanted to port all the features to Wii? I think I know a few: Drivers, Device, File System, Mesh and texture loaders. Are there any others? Thanks :D . When considering a port of Irrlicht on any platform, you can start by focusing your work on impl...
by Piraaate
Thu Jul 16, 2009 3:34 pm
Forum: Off-topic
Topic: OpenGL 3.1
Replies: 4
Views: 1143

My OpenGL-ES 2.x driver should have all the work-arounds up to the lack of proper shaders. You caught me there, I'm so expecting this driver... Once we have settled the iPhone stuff on the ogl-es branch I'll add that driver. Can't wait ! Would it be too much to ask to create a branch or something t...
by Piraaate
Thu Jul 09, 2009 12:47 pm
Forum: Bug reports
Topic: Problems on a console port (Wii+CW) & general suggestion
Replies: 4
Views: 630

CW sucks BTW (not like you have the choice with the big N ...) except you can compile your code very fast on a quad core ^^ Which company :) ? Sure Cw is buggy... But I had more difficulties with the platform than with the compiler ;) I work for Omegame (see signature) and we use Irrlicht to develo...
by Piraaate
Tue Jul 07, 2009 4:45 pm
Forum: Bug reports
Topic: Problems on a console port (Wii+CW) & general suggestion
Replies: 4
Views: 630

Problems on a console port (Wii+CW) & general suggestion

Hi all ! I've made a minimum port of the engine for Wii using CodeWarrior and I wanted to share some of the problems I could have encountered... The port was minimum because I didn't have to care about the inputs handled by my main application, so all I had to do was to compile the Irrlicht library ...
by Piraaate
Tue Jul 07, 2009 4:22 pm
Forum: Advanced Help
Topic: How hard to make the engine right-handed?
Replies: 6
Views: 889

hmmm, I got it working on a right-handed platform by only tweaking the CCameraSceneNode.cpp code and the CParticleSystemSceneNode.cpp code if I remember well...

@Hybrid: Why do you think he should rewrite something else ?
by Piraaate
Wed Jun 10, 2009 9:00 am
Forum: Bug reports
Topic: [fixed] X mesh binary file loading on Big Endian
Replies: 2
Views: 598

hybrid wrote:Please check the 1.5 branch version under some big endian system since I don't have one right now.
I'm currently trying to make some minimal port (I won't need/test every feature in Irrlicht) on various platforms, so be sure I'll report anything I can find :wink:
by Piraaate
Tue Jun 09, 2009 4:53 pm
Forum: Bug reports
Topic: [fixed] X mesh binary file loading on Big Endian
Replies: 2
Views: 598

[fixed] X mesh binary file loading on Big Endian

Hi there, I ran into another big-endian related bug when loading a binary X mesh file on a PowerPC. Here's the fix I propose: Index: CXMeshFileLoader.cpp =================================================================== --- CXMeshFileLoader.cpp (revision 2415) +++ CXMeshFileLoader.cpp (working cop...
by Piraaate
Tue Jun 02, 2009 9:10 am
Forum: Bug reports
Topic: [fixed]Image's copyToScaling bug
Replies: 1
Views: 574

[fixed]Image's copyToScaling bug

Hi all ! I ran into a serious bug when trying to use Image's copyToScaling method when the image and destination data shares the same format but not the same pitch. Here's the fix I propose fot those who can't wait it to be submitted in current svn head version: Index: CImage.cpp ===================...
by Piraaate
Fri Apr 17, 2009 9:09 am
Forum: Bug reports
Topic: [fixed] vector3d's normalize() doesn't handle null vector
Replies: 2
Views: 821

[fixed] vector3d's normalize() doesn't handle null vector

Hi guys, Well everything is pretty much in the title, I'm currently upgrading from my 1.4 version to the latest svn version and I searched for an entire day to discover this "bug". The comment above the normalize() method is quite clear : "In case of the 0 vector the result is still 0...
by Piraaate
Thu Apr 09, 2009 9:16 am
Forum: Advanced Help
Topic: problem with irr 1.5 and x - files
Replies: 7
Views: 1497

Well, if you can post a link to the data you're using, we might be able to help !
by Piraaate
Wed Oct 29, 2008 9:52 am
Forum: Bug reports
Topic: Texture transform crashes with vertex shaders in D3D
Replies: 0
Views: 959

Texture transform crashes with vertex shaders in D3D

Hi guys, I ran into a crash(or at least blank screen) when using programmable pipeline with D3D(OGL was working fine). The D3D debug drivers gave me this explanation: Direct3D9: (ERROR) :Stage 0 - Count in D3DTSS_TEXTURETRANSFORMFLAGS must be 0 when programmable pipeline is used I found it amusing t...