Search found 44 matches
- Fri Feb 12, 2010 4:27 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 169845
JNI might not kill performance depending on how you do it. If you avoid writing the main loop in Java you should be OK. But as far as bindings go.. I'd also favor being minimal and leaving it up to the game developers to make their own and just providing sufficient hooks to get Irrlicht rendering an...
- Wed Jun 24, 2009 11:37 pm
- Forum: Advanced Help
- Topic: Compiling irrlicht ogl-es branch for iphone (progress)
- Replies: 148
- Views: 66839
Well I'm really glad FuzzySpoon finally got the code to Hybrid. I was getting worried that I would be the only one *very* slowly trying to update the iPhone port :-( Zenja, I get the impression you have a limited view as to what can/should be part of Irrlicht. And I suspect that if you search the fo...
- Mon Jun 08, 2009 1:47 pm
- Forum: Open Discussion and Dev Announcements
- Topic: possible? irrlicht loop in a pthread
- Replies: 6
- Views: 1253
- Fri May 15, 2009 1:50 pm
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 9171
Re: Hello!
I`m using iphone-dev toolchain (llvm-gcc), not mac+xcode. I suspect that might be the source of your problems. I abandoned supporting the iphone-dev specific code a long while ago as it was a pita to keep the iphone-dev system going. But I also suspect that the recent trunk->ogles merge also broke ...
- Wed Mar 18, 2009 3:37 am
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 9171
Personally I circumvent most of the annoyances of Xcode, and VS, by having it run my external build system which already supports much better multi-platform building. And edit all the files on Windows through a Samba share with a faster/simpler/better editor. I'm still perplexed as to the horrible s...
- Wed Mar 18, 2009 3:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: userland irrVariant useful?
- Replies: 2
- Views: 1150
- Fri Mar 06, 2009 3:25 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 19597
- Thu Feb 26, 2009 3:50 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 19597
- Sat Feb 21, 2009 5:12 pm
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 9171
The brief steps are: Make a basic iPhone project to start with. Compile Irrlicht by adding the sources to your project. Initialize the Irrlicht device by passing in the UIWindow as the windowID in the creation params. Do the usual Irrlicht rendering periodically. I suggest you go through the OpenGL ...
- Wed Feb 18, 2009 1:00 am
- Forum: Beginners Help
- Topic: Texture Transparency
- Replies: 3
- Views: 471
It's been asked for before... But it still requires a patch: <http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32097> -- <http://sourceforge.net/tracker2/?func=d ... tid=540678>
- Wed Feb 04, 2009 2:35 am
- Forum: Off-topic
- Topic: Mac OS X osx86
- Replies: 5
- Views: 950
- Sat Jan 31, 2009 7:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What's new features for Irrlicht 1.6
- Replies: 153
- Views: 28106
Regarding the STL-vs-irr::core issue, it's really up to an STL advocate to pull their finger out and actually do it. We're all peers here. Another thing I would like to see (and this will be controversial) is the removal of IReferenceCounted in favour of a smart pointer template See above. Well it ...
- Sat Jan 31, 2009 7:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More ideas for IrrCompileConfig.h
- Replies: 6
- Views: 923
adding those #defines would not hurt. You already some defines, why not more? It would just give people more options. Actually it does hurt. The more options there are, the more variables that need to be taken into consideration for testing and coding. Although I must admit I would like to add more...
- Fri Jan 30, 2009 12:56 am
- Forum: Beginners Help
- Topic: Alpha blending
- Replies: 10
- Views: 2404
Or you could do it with a multi-texture op.bitplane wrote:You need a pixel shader that does-Code: Select all
destination = (source1*mask) + (source2*(1-mask));
- Tue Jan 27, 2009 3:33 am
- Forum: Open Discussion and Dev Announcements
- Topic: Transparency, texture alpha * vertex alpha
- Replies: 4
- Views: 1671
Truthfully I think adding more materials for such small, standard, features seems like a loosing proposition. Adding a flag seems like a better medium term choice. But ideally I'd merge the two alpha materials into one plus two options: EAO_ALPHA_REF (to turn on/off the alpha ref), and EAO_ALPHA_VER...