Search found 34 matches

by Yarcanox
Thu Nov 29, 2007 6:44 pm
Forum: Beginners Help
Topic: Problem with calculating time factor
Replies: 3
Views: 297

Problem with calculating time factor

Hi. I have big trouble with calculating a time factor that compensates fps changes. This means, if the factor was 1 on 60 fps, it would be 2 on 30 fps, and 0.5 on 180 fps. And a value multiplicated with this factor would be fps-independent (as half fps results in doubled speed). Now the problem is t...
by Yarcanox
Tue Oct 09, 2007 4:13 pm
Forum: Bug reports
Topic: resolution change fails (linux, opengl&software2)
Replies: 1
Views: 546

resolution change fails (linux, opengl&software2)

Irrlicht version: 1.3.1 SDK, but is also with revision ~800, which I have also around When I exit a fullscreen irrlicht engine game/program, the irrlicht engine doesn't reset the resolution to the original desktop resolution which I had before starting the program/game. This happens not only when us...
by Yarcanox
Sat Sep 15, 2007 5:37 pm
Forum: Beginners Help
Topic: Lock texture bug
Replies: 14
Views: 1371

How can I convert an ITexture to an IImage? I fear I'll need a working lock() for that, won't I? And I have no idea how to fix/implement it, so how can I get an ITexture into an IImage now :?
by Yarcanox
Sat Sep 15, 2007 5:35 pm
Forum: Beginners Help
Topic: indirect rendering/texture lock problem
Replies: 2
Views: 258

sadly the thread doesn't tell me how to solve this problem :cry: - so how can I convert an ITexture to an IImage? That's all I want to do.
by Yarcanox
Fri Sep 14, 2007 4:53 pm
Forum: Beginners Help
Topic: indirect rendering/texture lock problem
Replies: 2
Views: 258

indirect rendering/texture lock problem

I have an indirect rendering problem with OpenGL and SVN Rev 862 which seems to have something to do with the texture locking: rendertarget => ITexture* renderlockpos => void* while(device->run() && wquit == 0 && TERMINATENOW == 0) { driver->setRenderTarget(rendertarget, true, true, ...
by Yarcanox
Wed Aug 29, 2007 11:11 am
Forum: Code Snippets
Topic: (c++/OpenGL) Motionblur
Replies: 33
Views: 25081

Call of Duty did such an effect somehow (on my GF4), so it is possible
Does anyone know a bloom effect which should work on a GF4? At least I think that would look even better than a motion blur...
TheGameMaker you made a bloom as I see, but I guess it won't work on my graphic card again :?
by Yarcanox
Mon Aug 27, 2007 10:37 pm
Forum: Beginners Help
Topic: Trouble with motion blur effect
Replies: 0
Views: 352

Trouble with motion blur effect

hi @ all I found a nice motion blur effect on the code snippets forum - but its shaders doesn't compile on my graphic card! At first I thought, my GeForce4 would be too old - but then someone in the thread mentioned something like "ohh nice it's already working with PS 1.1", and - I don't ...
by Yarcanox
Mon Aug 27, 2007 10:53 am
Forum: Open Discussion and Dev Announcements
Topic: Windows Vista and Irrlicht
Replies: 32
Views: 4998

It is really irrational to turn the UAC off, as today's programs are very complex and have often some hidden functions that not every user might want. At least, if you got a virus, he nearly can't do anything bad with UAC turned on, think about it, and there are a lot of programs out there which are...
by Yarcanox
Sun Aug 26, 2007 12:33 am
Forum: Bug reports
Topic: [solved] SVN Rev 862 Terrain lighting - Reflection light
Replies: 5
Views: 660

yep I removed the part which tries to do this. thank you for your help
by Yarcanox
Sat Aug 25, 2007 11:35 pm
Forum: Code Snippets
Topic: (c++/OpenGL) Motionblur
Replies: 33
Views: 25081

is GLSL version 1.3 good enough for this? I got a geforce 4 and using opengl I get "GLSL shader failed to compile"!
by Yarcanox
Sat Aug 25, 2007 7:49 pm
Forum: Bug reports
Topic: [solved] SVN Rev 862 Terrain lighting - Reflection light
Replies: 5
Views: 660

How can I set the direction for the light now? With slightstruct.setposition, with lightscenenode.setposition or with lightscenenode.setrotation? I do of course now that the light is infinite, and in the old version the code above created a light which shine with an angle like (20,20,0) to (0,0,0) :...
by Yarcanox
Sat Aug 25, 2007 3:59 pm
Forum: Bug reports
Topic: [solved] SVN Rev 862 Terrain lighting - Reflection light
Replies: 5
Views: 660

[solved] SVN Rev 862 Terrain lighting - Reflection light

Solution: Because of the new light system I needed to use another way of setting the light direction. The light had exact the same angle like the plane, and this confused the lighting I am working on a linux system (ubuntu linux) with opengl 1.5, using an NVidia GeForce4 Ti 4200 with AGP8X/AGP/SSE2...
by Yarcanox
Sat Aug 25, 2007 1:32 pm
Forum: Project Announcements
Topic: My First IRRLITCH demo (Completed 23th September)
Replies: 65
Views: 19632

Another way of doing it would be making the 16 pictures or as much as you want of the different directions, and just showing that one as a sprite for the current camera angle relative to the tree. This is how classic games like "Lands of Lore 3" did it, and it works not that bad if you hav...
by Yarcanox
Fri Aug 24, 2007 9:10 pm
Forum: Beginners Help
Topic: Debugging
Replies: 5
Views: 364

I found the segmentation fault with several printf-lines and fixed it. The -g thingy is nevertheless interesting... @hybrid I'll try out your suggestion (-L), maybe it helps.
by Yarcanox
Fri Aug 24, 2007 8:28 pm
Forum: Beginners Help
Topic: Debugging
Replies: 5
Views: 364

So why has the developer of irrKlang added exactly this switch to the example makefile? And why doesn't it work anymore when removing this switch?

It seems to me that this switch exists, but somehow it doesn't like -g :/ and I need -g to find out where I have this ugly segmentation fault :(