Search found 57 matches

by bob
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....
by bob
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...
by bob
Fri Apr 03, 2009 11:27 pm
Forum: Advanced Help
Topic: OpenGL ES + WinCE
Replies: 2
Views: 653

Thanks hybrid, I'll keep on it. :)
by bob
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...
by bob
Tue Feb 03, 2009 7:22 pm
Forum: Code Snippets
Topic: Anaglyphic 3D
Replies: 15
Views: 12957

Oh yeah? What kinds of errors? :P
by bob
Tue Feb 03, 2009 4:04 pm
Forum: Code Snippets
Topic: Anaglyphic 3D
Replies: 15
Views: 12957

Thanks JP, I added an edit. Which will probably just confuse things further. :)
As to an example, it would be cool, I wanted to, but I don't have the time now, this just took a few minutes. It should be pretty simple to use.
by bob
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,...
by bob
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...
by bob
Tue Nov 06, 2007 2:36 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht Jobs
Replies: 6
Views: 1117

I pinged a few people on that list, they're busy of course, the great ones always are. 8) Instead of hitting up everyone one by one, I thought I would just make the post and see where it goes.

In any case, it's interesting that Irrlicht has evolved to the point of supporting full time positions.
by bob
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...
by bob
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...
by bob
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...
by bob
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...
by bob
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()-...
by bob
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...