Search found 10 matches

by GnarlyHotep
Thu Oct 11, 2007 5:09 pm
Forum: Bug reports
Topic: Something wrong with device->closeDevice or device->ru
Replies: 15
Views: 2041

I just stumbled across this as well, I believe. The problem appears to be that the window is destroyed in closeDevice() before the message is posted/retrieved. Changing

DestroyWindow(HWnd);
PostQuitMessage(0);
MSG msg;
GetMessage(&msg, NULL, WM_QUIT, WM_QUIT);

to

PostQuitMessage(0);
MSG ...
by GnarlyHotep
Thu Sep 27, 2007 4:22 pm
Forum: Advanced Help
Topic: Custom Z sorting
Replies: 11
Views: 1454

The graphics for the arms is antialiased. It looks fine against the background but on top of the torso it renders as if the background was there.

How are you antialiasing the images? From the looks of it, it looks like a problem creating the antialiased image - instead of changing the alpha ...
by GnarlyHotep
Wed Sep 26, 2007 4:39 pm
Forum: Code Snippets
Topic: Win32/OpenGL antialiasing
Replies: 20
Views: 14266

Win32 OpenGL antialias code snippet

Okay, here's the code. It's grown a bit as I added some appropriate error handling. I'm trying to get it cleaned up for submission to Irrlicht 1.4 or later, but my main problem is testing it on lower-end cards. I don't have access to any. So, if anyone out there with a lower-end card could test this ...
by GnarlyHotep
Fri Sep 21, 2007 4:33 pm
Forum: Code Snippets
Topic: Win32/OpenGL antialiasing
Replies: 20
Views: 14266

Win32/OpenGL antialiasing

I have the code for OpenGL Win32 antialiasing that I've been using for some time. It's a drop-in replacement for COpenGLDriver::initDriver in the Win32 section of COpenGLDriver.cpp, and it's 170 lines long. What's the prefered way to post a snippet that long? Do I put it inside code brackets in a ...
by GnarlyHotep
Fri Sep 21, 2007 4:19 pm
Forum: Bug reports
Topic: [fixed]COpenGLDriver.cpp tweaks
Replies: 1
Views: 466

[fixed]COpenGLDriver.cpp tweaks

These aren't bugs, but they're (small) enhancements:

in beginScene(), f32 inv probably ought to be const f32 inv

in draw3DLine(), the 2nd glColor4ub is not needed (previous glColor4ub state persists)

in drawVertexPrimitiveList(), glFlush is not needed. A flush will happen when you flip buffers in ...
by GnarlyHotep
Fri Sep 21, 2007 3:53 pm
Forum: Bug reports
Topic: [fixed]OpenGL pGlCompressedTexImage2D
Replies: 1
Views: 521

[fixed]OpenGL pGlCompressedTexImage2D

I'm not sure if this is, strictly speaking, a bug, but, in COpenGLExtensionHandler.h/.cpp, pGlCompressedTexImage2D is defined only when PFNGLCOMPRESSEDTEXIMAGE2DPROC is defined. I *think* it should correctly be defined when GL_ARB_texture_compression is defined (at least, on the Win32 systems I have ...
by GnarlyHotep
Thu Sep 06, 2007 4:30 am
Forum: Beginners Help
Topic: SceneNode Animator - plays once, and then?
Replies: 1
Views: 233

SceneNode Animator - plays once, and then?

I'm getting ready to work on creating some autonomous objects that can wander around a map. I want to tie them into an AI that can select paths and so on. My first idea for integrating it with the scene graph was to apply an animator (like a fly straight animator) that runs once to an animated mesh ...
by GnarlyHotep
Thu Aug 30, 2007 6:59 pm
Forum: Beginners Help
Topic: How to run 3DS animation or export it to other format?
Replies: 19
Views: 6922

The thing is that I have an importer for NWN .mdl format for 3ds Max.

Is this NWN model the typical type where the model is a bunch of separate meshes? The NWN model uses transforms on the nodes to create animation. Those aren't bone animations, as I understand, which means I don't think you can ...
by GnarlyHotep
Tue Aug 14, 2007 10:20 pm
Forum: Beginners Help
Topic: Poor frame rate
Replies: 5
Views: 575

First, let me kick myself for complaining about performance in *DEBUG* mode :oops: . I recompiled in release, and I get 72 fps instead of 30. Still slow, but, as you point out, I'm running through 64^2 nodes +/-.

I put them in separate scene nodes for culling purposes - no sense sending all the ...
by GnarlyHotep
Tue Aug 14, 2007 6:59 pm
Forum: Beginners Help
Topic: Poor frame rate
Replies: 5
Views: 575

Poor frame rate

Hi, all. I'm trying to use Irrlicht for a 3D tiled map type of game. Each tile is composed of 8 triangles ordered around the center, using a single mipmapped texture (I assume mipmapping works, since COpenGLDriver is returning "true" to the mipmap query). The tile node is a simple derivation from ...