Search found 57 matches
- Fri Feb 04, 2011 2:46 pm
- Forum: Bug reports
- Topic: [fixed]Patch for mingw-w64
- Replies: 3
- Views: 923
hello hybrid, I should have probably updated my compilers and researched a bit more before i posted. I figured someone would just shoot back that I needed to set the IRRLICHT_YOUR_AN_IDIOT flag. I rebuilt from source control, and as of todays mingw versions. Both mingw32 and mingw-w64 have windowsx....
- Thu Feb 03, 2011 6:31 pm
- Forum: Bug reports
- Topic: [fixed]Patch for mingw-w64
- Replies: 3
- Views: 923
[fixed]Patch for mingw-w64
Hello great ones. I recently updated, and had to make the following minor changes to build with mingw-w64. After that, it was a thing of beauty, I'm still weak in the knees. diff -rupwbBEN --strip-trailing-cr -x .svn ../dnl3/irrlicht/source/Irrlicht/CIrrDeviceConsole.cpp irrlicht/source/Irrlicht/CIr...
- Fri Apr 03, 2009 11:27 pm
- Forum: Advanced Help
- Topic: OpenGL ES + WinCE
- Replies: 2
- Views: 653
- Fri Apr 03, 2009 9:23 pm
- Forum: Advanced Help
- Topic: OpenGL ES + WinCE
- Replies: 2
- Views: 653
OpenGL ES + WinCE
Hello fellow coders, I have a general question about the ogl-es branch and Windows CE. I was wanting to get this working, and I'm willing to put some work in it, but I can't seem to find anything about the status of wince/ogles. Keywords like _IRR_COMPILE_WITH_OGLES1_ and createOGLES1Driver don't ev...
- Tue Feb 03, 2009 7:22 pm
- Forum: Code Snippets
- Topic: Anaglyphic 3D
- Replies: 15
- Views: 12957
- Tue Feb 03, 2009 4:04 pm
- Forum: Code Snippets
- Topic: Anaglyphic 3D
- Replies: 15
- Views: 12957
- Tue Feb 03, 2009 2:43 pm
- Forum: Code Snippets
- Topic: Anaglyphic 3D
- Replies: 15
- Views: 12957
Anaglyphic 3D
Well, the super bowl left me with a bunch of cheap 3D glasses, so I thought I would include an anaglyph function. There's lot's of talk on the board about how to do this, but doesn't seem to be a straight forward function anywhere, so here it is. Of course, I'm not smart enough to come up with this,...
- Tue Nov 06, 2007 6:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht Jobs
- Replies: 6
- Views: 1117
What??? That's my resume :lol: ... It's just HR BS. We're actually trying to hire a dozen or so software positions, and someone thinks it's a great idea to just combine all the requirements into one ad and run it forever. I don't really argue too much because the odds of just *finding* someone reall...
- Tue Nov 06, 2007 2:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht Jobs
- Replies: 6
- Views: 1117
- Mon Nov 05, 2007 10:13 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht Jobs
- Replies: 6
- Views: 1117
Irrlicht Jobs
Hope Irrlicht related job posts are ok, I'll try this and see where it goes. :) I'm wanting to start an Open Source project to combine Irrlicht and Squirrel. The plan is to create an IE compatible Active-X and Firefox plugin for Windows and Linux. It will be released under a BSD style license. I'd r...
- Fri Oct 12, 2007 12:11 am
- Forum: Code Snippets
- Topic: [C++] MFC / Multi threading
- Replies: 13
- Views: 8970
Re: [C++] MFC / Multi threading
Or the one I really want to try, is having multiple segments of the image rendered in different threads Translucent objects have to be rendered in sequence or horrible things will occur, and solid objects are sorted by material; if you multithread the rendering, you'll just end up with the GPU thra...
- Tue Sep 04, 2007 2:36 am
- Forum: Code Snippets
- Topic: [C++] MFC / Multi threading
- Replies: 13
- Views: 8970
Don't believe that would be a such huge performance increase (if at all). This is correct, this application is not doing anything faster than a single threaded app would do, although it may keep the Windows GUI from interrupting the rendering. A benefit would only be realized by splitting up the re...
- Fri Aug 31, 2007 1:56 am
- Forum: Code Snippets
- Topic: [C++] MFC / Multi threading
- Replies: 13
- Views: 8970
[C++] MFC / Multi threading
I haven't posted in a while, and I suppose I was a little bored today, so... This app demonstrates both integration of Irrlicht with MFC, as well as running the Irrlicht engine in it's own thread. I suppose it also demonstrates a way of implementing a waving flag. :P Should be pretty straight forwar...
- Fri Aug 10, 2007 11:13 pm
- Forum: Beginners Help
- Topic: Shared mesh buffers?
- Replies: 3
- Views: 590
smgr->getMeshCache()->removeMesh(am1); AHHHHH!!! :evil: That's it, after reading your post vitek, I realized I've ran across this before on the forum, I was looking everywhere for some kind of flag. Many thanks and sorry to slow you down. :D @hybrid I was actually using m_pSm->getMeshManipulator()-...
- Fri Aug 10, 2007 9:28 pm
- Forum: Beginners Help
- Topic: Shared mesh buffers?
- Replies: 3
- Views: 590
Shared mesh buffers?
It seems when I use addAnimatedMeshSceneNode() to load multiple instances of the same model, the actual mesh buffers are shared. That's normally just swell, but when I apply vertex shading it applies it to all of them. Is there a simple way to over-ride this behavior and specify that each should hav...