Search found 93 matches

by vi-wer
Mon May 11, 2009 2:05 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: VSFF - Versatile Structured File Format library ...
Replies: 0
Views: 1646

VSFF - Versatile Structured File Format library ...

... OR "save data to file" library. Hi! I created a small library to write and read binary data to/from files. The structure of the file format is similar to IFF . The data is organized in blocks and can have unlimited number of subblocks. As an advanced feature the data within a block can...
by vi-wer
Tue Oct 28, 2008 10:24 pm
Forum: Off-topic
Topic: Coder wanted for PSP game; or artist looking for PSP project
Replies: 4
Views: 1267

Sounds interesting. Wanted to code something interesting for the PSP for some time already, so I would give it a try (if you're interested PM me).
by vi-wer
Thu May 08, 2008 8:57 am
Forum: Beginners Help
Topic: bug in direct3d9 driver?
Replies: 2
Views: 346

I noticed the same a while ago. The problem is that the direct3d driver doesn't use SMaterial's DiffuseColor but only the vertex color. I guess them should be multiplied but it does not happen. Probably some render states are incorrect or missing. Would be great if that could be fixed.
by vi-wer
Wed May 07, 2008 8:23 pm
Forum: Code Snippets
Topic: [DirectX] RenderTarget XXL (larger than screen size)
Replies: 21
Views: 16211

This one's a 'might-work' DX8 Driver version of the DepthResizer. It compiled but I could not fully test it due to some missing DX8 libs. I hope someone can confirm its functionality. CD3D8DepthResizer: // Depth Buffer Resizer // (C) by Viktor W. // vi-wer.de.tl // For use with the Irrlicht Engine (...
by vi-wer
Wed May 07, 2008 11:00 am
Forum: Code Snippets
Topic: [DirectX] RenderTarget XXL (larger than screen size)
Replies: 21
Views: 16211

It's been some time but now here's an update. This time I made a class that can be added to any Irrlicht version in 3 steps. Copy the files into the source directory and follow the instructions in CD3D9DepthResizer.h . This one's only for DirectX9. I could have made one for DirectX8 too but I don't ...
by vi-wer
Thu Mar 13, 2008 9:58 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [Tutorial] Normal/Light Map generation with Blender
Replies: 12
Views: 9114

Good news. I've made another Blender tutorial :D .
This time it's a lightmap tutorial using Blenders Radiosity. Which lets you use lights of any form and not only point or spot. Of course the quality of the map is not bad too.
The link is in the first post.
by vi-wer
Wed Mar 12, 2008 8:36 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [Tutorial] Normal/Light Map generation with Blender
Replies: 12
Views: 9114

This one is an OS X Intel build for Tiger and Leopard. If you need a PPC build use the Daily Automated Built from graphicall.org.
by vi-wer
Tue Mar 11, 2008 9:00 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [Tutorial] Normal/Light Map generation with Blender
Replies: 12
Views: 9114

Here'sa good one for windows. It's an experimental build but it (probably) has everything there's available for blender. It's also the following build of the one I used for the tutorial.
by vi-wer
Sun Mar 09, 2008 12:17 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [Tutorial] Normal/Light Map generation with Blender
Replies: 12
Views: 9114

[Tutorial] Normal/Light Map generation with Blender

I've made a short tutorial on normal map generation with blender. Just follow this link to go to the page where it's located. EDIT: I've added another blender tutorial: lightmap with radiosty. >> Lightmap tutorial << >> Normalmap tutorial << Normalmap: http://img213.imageshack.us/img213/9941/step9bd...
by vi-wer
Fri Feb 22, 2008 7:26 pm
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

:!: Ok, forget everything from before. Simple things are still the best: //! Destructor. virtual ~IReferenceCounted() { // reference counted object destroyed improperly if( ReferenceCounter > 1 ) { printf("warning: incorrect destruction of IReferenceCounted object, used by %i\n",ReferenceC...
by vi-wer
Fri Feb 22, 2008 2:57 pm
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

I think your 2nd suggestion about creating a reference counted object with a default value of 0 would be a nice pointe to start. As far I know all objects in Irrlicht which might need a reference count are created with createSomething, addSomething or getSomething . So it should not be a big deal to...
by vi-wer
Thu Feb 21, 2008 6:11 pm
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

Thanks for the code but actually I had another idea how to solve this: not use Irrlicht at all (that should work for sure). Just kindding :D I see threre is no way to solve this without making even more trouble. My own idea was to make an intelligent reference class which knows what to do by default...
by vi-wer
Sun Feb 17, 2008 10:15 pm
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

Well, the application still would crash but the user would get a warning that a reference counted object has not been destroyed properly, that's what I thought.
by vi-wer
Sun Feb 17, 2008 9:56 am
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

How about a warning that is logged from the destructor if the ReferenceCounter is not 0 telling the object might have been removed incorrect? At least for the debug version. Or is there something like this already implemented?
by vi-wer
Sat Feb 16, 2008 7:15 pm
Forum: Bug reports
Topic: Crash when ISceneNode deleted by user
Replies: 19
Views: 1812

Yeah, right. I remembered that. But if there's no way to solve this maybe a warning comment in the destructor/doc that tells to use remove() instead of delete could be added.