Search found 66 matches
- Fri Dec 02, 2011 10:48 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 214641
Re: Android Port
That's interesting considering I can't get OGLES 1.x to bind textures, havent tried 2.0. Did you have to make any adjustments to your irrlicht compilation to get textures working for 1.x? What version of irrlicht - 1.7-beta ?
- Fri Dec 02, 2011 6:09 am
- Forum: Advanced Help
- Topic: Irrlicht Android Error "called unimplemented OpenGL ES
- Replies: 7
- Views: 4506
Re: Irrlicht Android Error "called unimplemented OpenGL ES
This is still an issue as I am getting the same problem, does anybody have a fix? I will look for an answer myself and post back with results if no one else can
EDIT
Lot of work later and a crap load of asserts and debug logs, I can't help but feel it's the underlying android ogl... I"m using ...
EDIT
Lot of work later and a crap load of asserts and debug logs, I can't help but feel it's the underlying android ogl... I"m using ...
- Wed Nov 30, 2011 6:39 am
- Forum: Advanced Help
- Topic: Android Irrlicht Compling Error: Argument list too long
- Replies: 16
- Views: 13268
Re: Android Irrlicht Compling Error: Argument list too long
For those also coming across an "Arguments list too long" error when compiling Irrlicht (and other things), a fix is to add this to your JNI Android.mk file:
################################################################
#following code is modified copy of `cmd-build-shared-library` from %NDK ...
################################################################
#following code is modified copy of `cmd-build-shared-library` from %NDK ...
- Sat Nov 26, 2011 7:52 am
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 214641
Re: Android Port
Hey hey - saw this thread ages ago but never really cared for it since I didn't have an android... now that I do however - i'm interested! I've been dinking around in Java with jpct-ae, libgdx and even raw Opengl. I cannot find a new framework/engine to really call my home, Irrlicht's 3d scene graph ...
- Thu Dec 30, 2010 8:44 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 195301
- Wed Dec 29, 2010 2:03 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 531100
- Tue Dec 28, 2010 12:48 am
- Forum: Beginners Help
- Topic: How to set all 3 rotations of camera
- Replies: 1
- Views: 287
- Thu Dec 23, 2010 10:55 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 531100
Hmm I'm trying to get XEffects to work as a 'sun' source for my map/terrain.
I've been messing with using just 1 light, really far away with a small field of view and the proper near/far values, as well as multiple lights, but I just can't seem to get shadows that A.) don't flicker/cull as you pan ...
I've been messing with using just 1 light, really far away with a small field of view and the proper near/far values, as well as multiple lights, but I just can't seem to get shadows that A.) don't flicker/cull as you pan ...
- Wed Dec 22, 2010 7:23 am
- Forum: Code Snippets
- Topic: [Bullet-Irrlicht] Rag Doll
- Replies: 2
- Views: 4309
[Bullet-Irrlicht] Rag Doll
I haven't seen one of these yet, an Irrlicht Bullet rag doll, not the source code to one anyways...
There is this great bullet rag doll example that is entirely render-engine independent, strictly Bullet goodness by Marten Svanfeldt. I was able to hack it around and get it running with Irrlicht ...
There is this great bullet rag doll example that is entirely render-engine independent, strictly Bullet goodness by Marten Svanfeldt. I was able to hack it around and get it running with Irrlicht ...
- Wed Dec 22, 2010 6:19 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 195301
- Mon Dec 20, 2010 8:56 am
- Forum: Beginners Help
- Topic: bullet rigid body rotation around Y axis :|
- Replies: 11
- Views: 4042
The idea is your Irrlicht node is connected to your bullet 'body'. So you should alter your bullet 'body' in your simulation to get your irrlicht node to do as you like.
And so, I believe you aren't supposed to directly set physics components after the initial setup stage for the simulation, so you ...
And so, I believe you aren't supposed to directly set physics components after the initial setup stage for the simulation, so you ...
- Sun Dec 19, 2010 5:13 am
- Forum: Code Snippets
- Topic: Blood & Water Effects [Irrlicht 1.7.1]
- Replies: 36
- Views: 29025
hmm... I'm having issues with the GLSH shaders for the Blood effect.. It works - but while any of the blood effects are active, my skybox/dome has 'fog' enabled which makes it turn colors. Same with the particle system itself, all the particles have the fog color'd background. I can't figure out why ...
- Sun Dec 19, 2010 4:24 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 195301
Zurzaza - I've added to your library a smidge by adding a collision-filter group number and bitmask to CIrrBPCollisionObject. I updated all the rigid bodies construtors with a default collision filter group number and bitmask so it's still backwards compatible or w/e. Basically This allows for the ...
- Sat Dec 18, 2010 2:33 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 195301
serengor - I read that your problem is because the objects are deactivated. Deleting one doesn't notify the one above it anything has changed. Try activating the one you delete. I think I also read somewhere that that won't work either, something about a 'deactivation list'. The only alternative I ...
- Fri Dec 17, 2010 5:44 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 195301