New Binary Version... Read the README... anyone interested to contribute, please do !
https://drive.google.com/file/d/1IPuD4W ... sp=sharing
Search found 325 matches
- Fri Apr 08, 2022 4:05 pm
- Forum: Project Announcements
- Topic: Working Title: 'Orbital Sling Shots and Newton for dummies'
- Replies: 23
- Views: 18894
- Sat Nov 27, 2021 5:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 1.8.5 released
- Replies: 7
- Views: 6743
Re: Irrlicht 1.8.5 released
It seems the solution wants to build against Windows 7.1 SDK and toolset, but as it looks that not compatible with Windows 10 https://social.msdn.microsoft.com/Forums/sqlserver/en-US/1de7c9b4-1feb-4c98-b426-f7f02cbafa99/windows-sdk-71-on-windows-10?forum=windowssdk EDIT: I haven't invested much time...
- Thu Nov 25, 2021 10:05 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 1.8.5 released
- Replies: 7
- Views: 6743
Re: Irrlicht 1.8.5 released
Hey,
last Irllicht I compiled was 1.72, I had a different computer then. Now VS 2019 Community, Win10 SDK... Is there a how to build thread somewhere to get me started again ?
last Irllicht I compiled was 1.72, I had a different computer then. Now VS 2019 Community, Win10 SDK... Is there a how to build thread somewhere to get me started again ?
- Sat Jul 06, 2013 1:39 am
- Forum: Competition Time!
- Topic: Competition submissions!
- Replies: 72
- Views: 98531
Re: Competition submissions!
I should have def won that, by any means... old stuff came back, but consider the learning curve at that time and the comittment...
https://www.youtube.com/watch?v=uNUVpQqImOE
https://www.youtube.com/watch?v=rw5Fsi4LO4Y
love your engine and community ! Will stick, might get more active again soon
https://www.youtube.com/watch?v=uNUVpQqImOE
https://www.youtube.com/watch?v=rw5Fsi4LO4Y
love your engine and community ! Will stick, might get more active again soon
- Thu Mar 03, 2011 8:43 am
- Forum: Jirr
- Topic: Jirr under Linux ..
- Replies: 2
- Views: 4953
- Thu Mar 03, 2011 8:39 am
- Forum: Advanced Help
- Topic: More line drawing options
- Replies: 3
- Views: 1307
I'd love vertex colors with alpha working on the drawIndexedPrimitiveList aswell. I mean of course color works, but alpha doesn't. For segmented lines, its not so hard to program. In fact I have a snippet. There is this node that someone made long time ago, CIndexedPrimitiveNode and you can use it w...
- Fri Feb 25, 2011 8:39 pm
- Forum: Beginners Help
- Topic: Saving mesh to a file
- Replies: 6
- Views: 968
just in case anyone ever searches and wonders... worked pretty straight forward... void writeMeshFile(static core::stringw path, scene::EMESH_WRITER_TYPE type, scene::CVertexBuffer* outVB, scene::CIndexBuffer* outIB) { scene::CDynamicMeshBuffer* outbuffer = new scene::CDynamicMeshBuffer(outVB->getTy...
- Fri Feb 25, 2011 8:15 pm
- Forum: Beginners Help
- Topic: calculating clean normals in meshes with duplicate vertices
- Replies: 3
- Views: 458
:lol: :lol: :lol: oh god, I divided my icosahedron to level 9, which actually even renders with about 0.2 fps, of course it will never need to render as a whole later, but because it takes so long to generate I thought write it to file... now I'm waiting for quite some time already and the filesize ...
- Fri Feb 25, 2011 6:45 pm
- Forum: Beginners Help
- Topic: calculating clean normals in meshes with duplicate vertices
- Replies: 3
- Views: 458
calculating clean normals in meshes with duplicate vertices
Hi, well, basically, can it be done ? I spent a good part of the day finding a method to remove duplicate vertices faster than ->getMeshManipulator()->createMeshWelded which seems pretty O(n²) brute force to me, but I guess there is no other way... The problem is that for a terrain kind of mesh basi...
- Thu Feb 24, 2011 4:42 am
- Forum: Code Snippets
- Topic: Simple Spherical terrain (improved)
- Replies: 35
- Views: 15134
Thats sounds right, although frame rate so far for 1280 patches with 256 tris each is acceptable. Of course I could lower that. The number is based on the hypothetical dream of 1280 mb x 262144 tri's to get a maximum of 335 million triangles in the whole un LODed heightmap (that would be level 13 an...
- Thu Feb 24, 2011 2:59 am
- Forum: Code Snippets
- Topic: Simple Spherical terrain (improved)
- Replies: 35
- Views: 15134
Hi, it's quite late and I'm quite tired, so I'm trying to be short. I've worked on the tessellated Icosahedron, and I'm in the middle of it, and somehow it dawns to me I should gain some more insight before I run into corners. The basic idea was to make a Discrete LOD system with multiple premade le...
- Mon Feb 21, 2011 6:47 am
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 109873
thx... I wonder why there aren't any good math fonts around, shouldnt be too much of a hassle to create one. And yes, I use Mathematica and quite often I export 'traditional form' bmp's of formulas for for pdf's I needed to (or should I say was forced to) create, so I actually already have all I nee...
- Mon Feb 21, 2011 6:29 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 403
- Views: 139211
Hi, I've had some issues with Terrains when trying to rotate them. I'll post some code below, so if anyone feels like checking it out, take a look at it, or just put it on a list, or at least know and acknowledge something seems wrong and confirm it, wouldn't be bad. As a general description, seems ...
- Fri Feb 18, 2011 6:50 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 109873
- Fri Feb 18, 2011 2:49 am
- Forum: Project Announcements
- Topic: irrPlanet
- Replies: 10
- Views: 5280
Makes me happy you all like it ! I added Mars, with textures, same download link. Also I checked my task manager. Mine goes all the way up to 1.98 GB RAM and then slowly decreases the usage again, however, just make sure you have at least 1.1 GB Free, when launching, and be PATIENT, once loaded I ge...