Search found 16 matches

by archilife
Tue Oct 12, 2010 10:15 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

Oops.. yeah, I've tried git-svn quite a long time ago.
But it may be my incompetence that I figured I'd better
keep the git and svn repositories independent to each other.
Can't remember in detail what caused me to think that way
though....

I'll try to learn git-svn, again. Thanks. :p
by archilife
Wed Oct 06, 2010 1:07 pm
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

According to the working flow of corresponding methods and classes,
the leakage should be pretty unlikely, but I've corrected the code
nonetheless, thanks vroad!

I only patched the main 'cubeat-irrlicht' branch in my repository,
so if anyone else happens to be interested in this, please make sure ...
by archilife
Wed Oct 06, 2010 10:20 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

I must apologize, I've been busy working on the day job
and didn't see your post..

and .. wow, thanks for the fix, I'll look into it ASAP! :D

about the 8bit thingy, thanks for pointing out, as I was
not familiar with Direct3D programming. However, I'm afraid
that I will not be able to dig into ...
by archilife
Mon Jul 26, 2010 10:08 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

Load 8-bit grayscale texture with OpenGL is pretty easy,
I've tested it with NeHe's OpenGL Tutorial code. But to my
dismay, Direct3D9 just doesn't support that. The most compact
format both drivers have in common is A1R5G5B5.

Even if there's any possibility to make this work on both
drivers, it ...
by archilife
Thu Jul 22, 2010 2:21 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

By all means :)

I did add some comments on critical parts of my changes,
but maybe not all of them are well-commented. In case of
confusion, please let me know. :)
by archilife
Wed Jul 21, 2010 5:51 pm
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

I am still in the process of reducing memory usage of this new method,
already cut the memory usage in half. The CGUITTGlyphPage now holds
only video::ITexture; video::IImage is dropped. Each SGUITTGlyph holds
a video::IImage of its own glyph bitmap again; however, when the
page->updateTexture() is ...
by archilife
Tue Jul 13, 2010 5:20 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

I've just tried to apply paging method to my addTextSceneNode
function, the FPS boost is very significant :)

But I'm still figuring out the abnormal memory usage after
I apply this method, and doing some code clean-up as well,
I'll update my original post as soon as possible.
by archilife
Thu Jul 08, 2010 1:58 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

Ok, I'll update my code accordingly as soon as possible. :)

Thanks again!
by archilife
Mon Jul 05, 2010 6:46 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

That's definitely extraordinary! :)

After a first glimpse into the new code base, I figured the
code structure hasn't changed much, so I think I can live with
that.

I see now the newly added GlyphPage structure holds the
video::ITexture, so I think mainly I just have to change how my
planes get ...
by archilife
Mon Jul 05, 2010 2:40 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

Thanks to warn in advance :)

Just a little question though, how do you manage to stick all
font textures into a single texture atlas if that font has like
, say more than a few thousands or even tens of thousands glyphs?
Because that's the nature of multi-byte languages,
if you just stick them all ...
by archilife
Sun Jul 04, 2010 6:45 am
Forum: Code Snippets
Topic: IrrlichtML CGUITTFont addition..
Replies: 19
Views: 11090

IrrlichtML CGUITTFont addition..

I recently found out the IrrlichtML project is still continuosly
updating to the newest Irrlicht version, I am so happy :D

http://etwas.wolfish.org/Irrlicht/irrlichtml_en.html

In my project I used their code to pump out font textures which can
be used on a simple plane in 3D, so I can make those ...
by archilife
Sun Jul 04, 2010 4:41 am
Forum: Code Snippets
Topic: An addition to the transparent material
Replies: 5
Views: 2742

Ok, in order to use this code snippet there are a little more steps than
just simply paste this into COpenGLMaterialRenderer.h :p

first...
paste the code in the original post into COpenGLMaterialRenderer.h XD

second,
add EMT_TRANSPARENT_MODULATE to the EMaterialTypes.h enumerations,
and add ...
by archilife
Mon Jun 28, 2010 1:14 pm
Forum: Code Snippets
Topic: An addition to the transparent material
Replies: 5
Views: 2742

Sure, there you go. ; )

http://images.plurk.com/5291795_b1e05dd3d2d8258e2cbbe7948d4a48d0.jpg
http://images.plurk.com/5291795_b6c6f4d562b9a0b1eacb23fc704fe189.jpg
http://images.plurk.com/5291795_bbcdcc3fd446e5e3f046971acbb9ea2d.jpg
http://images.plurk.com/5291795 ...
by archilife
Mon Jun 28, 2010 5:46 am
Forum: Code Snippets
Topic: An addition to the transparent material
Replies: 5
Views: 2742

An addition to the transparent material

I added the following code to the OpenGL material renderers,
Because I needed a transparent material which will take
BOTH texture color AND diffuse color into consideration.

*update*: You'll also need to add a few lines to EMaterialTypes.h and COpenGLDriver.cpp


// >> added by arch.jslin 2010.06 ...
by archilife
Tue Oct 09, 2007 8:53 pm
Forum: Beginners Help
Topic: Using Animators with 2D things like GUI Elements / 2DImage ?
Replies: 0
Views: 330

Using Animators with 2D things like GUI Elements / 2DImage ?

Irrlicht provides a lot of animators to go along with 3D SceneNodes,
but what if I want to use animators with GUI elements?(or other 2D stuffs)
It's like, when the mouse hover through a half-transparent GUIButton,
it becomes solid "gradually" (or becomes glowing).

That is, more or less like a fade ...