Search found 19 matches

by EViruS
Wed Jul 25, 2007 4:45 am
Forum: Bug reports
Topic: [fixed]Mem Leak: ITexture->lock()
Replies: 11
Views: 1989

hybrid wrote:ITexture->lock() is pure virtual, moreover the code seems to be ok. Could you explain a little more?
I use Direct3D9 debug runtime and this two lines contain memory leak, which detected by D3D9 debuger.
by EViruS
Mon Jul 23, 2007 10:13 am
Forum: Bug reports
Topic: [fixed]Mem Leak: ITexture->lock()
Replies: 11
Views: 1989

[fixed]Mem Leak: ITexture->lock()

Memory leak inside:
void *pTexData = pTexture->lock();
pTexture->unlock();
by EViruS
Wed Jul 11, 2007 9:02 pm
Forum: Bug reports
Topic: Increase max count of material texture
Replies: 7
Views: 824

hybrid wrote: I'll have to check to to overcome this limit (probably at first by limiting the texture matrices to the first 4 textures. I move this post to the bug forum.
Ok, thanks. How I can fix this bug?
by EViruS
Wed Jul 11, 2007 7:03 pm
Forum: Bug reports
Topic: Increase max count of material texture
Replies: 7
Views: 824

hybrid wrote:I meant the Irrlicht driver: OpenGL or DirectX?
Sorry, DirectX 9.0 only
by EViruS
Wed Jul 11, 2007 8:50 am
Forum: Beginners Help
Topic: Cubemaps
Replies: 11
Views: 1337

hybrid wrote:No, not yet.
Does another way exist? I need load cubemap for HLSL shader.
by EViruS
Wed Jul 11, 2007 8:48 am
Forum: Bug reports
Topic: Increase max count of material texture
Replies: 7
Views: 824

hybrid wrote:Works for me. Which driver do you use? You should also get the latest revisions because I fixed some stuff (which might be in 1.3.1, though, I'm not sure).
Engine version is 1.3.1 My videocard supports 8 textures. Video card driver info: 8.342.0.0, 02.02.2007, Ati Radeon 9800
by EViruS
Wed Jul 11, 2007 7:14 am
Forum: Bug reports
Topic: Increase max count of material texture
Replies: 7
Views: 824

Increase max count of material texture

How to increase max count of material texture? I tried to change: //! Maximum number of texture an SMaterial can have. const u32 MATERIAL_MAX_TEXTURES = 4; When I had changed value and recompiled engine, engine crashed. When I call any function from recompiled engine, I have random probability to ca...
by EViruS
Wed Jul 11, 2007 5:38 am
Forum: Beginners Help
Topic: Cubemaps
Replies: 11
Views: 1337

Cubemaps

Does irrlicht support cubemaps? How to work with it?
by EViruS
Wed Jul 11, 2007 5:34 am
Forum: Beginners Help
Topic: ITexture: how to get access to pixels?
Replies: 4
Views: 473

hybrid wrote:Use the image writer.
How to use it? Can you give me example?
by EViruS
Tue Jul 10, 2007 9:40 am
Forum: Beginners Help
Topic: ITexture: how to get access to pixels?
Replies: 4
Views: 473

Re: ITexture: how to get access to pixels?

EViruS wrote:How to change some pixels on ITexture?
I found solution:
void *p = ->lock()
getColorFormat
...

But how to save my modified texture to file?
by EViruS
Tue Jul 10, 2007 9:08 am
Forum: Beginners Help
Topic: ITexture: how to get access to pixels?
Replies: 4
Views: 473

ITexture: how to get access to pixels?

How to change some pixels on ITexture?
by EViruS
Mon Jul 09, 2007 7:18 pm
Forum: Beginners Help
Topic: Trouble in shader
Replies: 5
Views: 675

hybrid wrote:You're not using it in your code. That's also covered in several other threads on shaders in the forums.
Thx. I found my mistake.
The weightABC is pixel shader constant. So it means that correct constant setup provided by services->setPixelShaderConstant
by EViruS
Mon Jul 09, 2007 5:16 pm
Forum: Beginners Help
Topic: Trouble in shader
Replies: 5
Views: 675

message deleted by author
by EViruS
Mon Jul 09, 2007 5:05 pm
Forum: Beginners Help
Topic: Trouble in shader
Replies: 5
Views: 675

message deleted by author
by EViruS
Mon Jul 09, 2007 11:36 am
Forum: Beginners Help
Topic: Intersection between lines
Replies: 2
Views: 256

Thx My solution: bool g_IntersectLinesFast(const core::line3df& _a, const core::line3df& _b, core::vector3df& out) { core::line3df a = _a, b = _b; a.end -= a.start; b.end -= b.start; f32 t1 = 0.0f; f32 t2 = 0.0f; bool bCalculated = false; //by Cramer f32 det = 0; //XY if(!bCalculated) { ...