Search found 44 matches
- Fri Feb 12, 2010 4:27 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 208346
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 ...
- Wed Jun 24, 2009 11:37 pm
- Forum: Advanced Help
- Topic: Compiling irrlicht ogl-es branch for iphone (progress)
- Replies: 148
- Views: 85828
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 ...
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 ...
- Mon Jun 08, 2009 1:47 pm
- Forum: Open Discussion and Dev Announcements
- Topic: possible? irrlicht loop in a pthread
- Replies: 6
- Views: 1473
And if you are willing to do some extra work, and the OpenGL system API you are using allows it, you can switch the OpenGL rendering context from one thread to another. It's what I do for the iPhone port since the iPhone OS has the same single-thread "problem" in that the event system wants to run ...
- Fri May 15, 2009 1:50 pm
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 11543
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 ...
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 ...
- Wed Mar 18, 2009 3:37 am
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 11543
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 ...
I'm still perplexed as to the horrible ...
- Wed Mar 18, 2009 3:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: userland irrVariant useful?
- Replies: 2
- Views: 1237
- Fri Mar 06, 2009 3:25 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 22593
- Thu Feb 26, 2009 3:50 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 22593
- Sat Feb 21, 2009 5:12 pm
- Forum: Advanced Help
- Topic: How do I use Irrlicht + XCode + iPhone SDK ??
- Replies: 47
- Views: 11543
- Wed Feb 18, 2009 1:00 am
- Forum: Beginners Help
- Topic: Texture Transparency
- Replies: 3
- Views: 561
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: 1278
- 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: 39321
- Sat Jan 31, 2009 7:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More ideas for IrrCompileConfig.h
- Replies: 6
- Views: 1115
- Fri Jan 30, 2009 12:56 am
- Forum: Beginners Help
- Topic: Alpha blending
- Replies: 10
- Views: 2716
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: 1857
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 ...