Search found 126 matches

by Lambda
Sat Jun 06, 2009 5:13 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 359739

A work-in-progress screenshot of the login screen of my game.

Image
by Lambda
Thu Dec 18, 2008 9:09 pm
Forum: Beginners Help
Topic: Can Irrlicht support what I need it to do?
Replies: 4
Views: 273

I have done a cloth system making some meshbuffers visibles or not. There's an interesting idea. If I simply did a series of overlay textures and only made them visible when they were relevant, that could be a lot easier. Which would be easier, overlaying the model with many separate textures (for ...
by Lambda
Thu Dec 18, 2008 1:36 pm
Forum: Beginners Help
Topic: Can Irrlicht support what I need it to do?
Replies: 4
Views: 273

I have done a cloth system making some meshbuffers visibles or not.
by Lambda
Thu Dec 18, 2008 2:57 am
Forum: Project Announcements
Topic: multicolor chat box
Replies: 27
Views: 5458

Halan wrote:
Lambda wrote:this chat have wordwrap?
yes it has and also color support.

I read your post and had to think of this chat box ;)

ah youre spanish:
Ésto tiene word-wrap ;)
Gracias! xD

I might use it on my game, because im now using the ListBox and is very limited in terms of word wrapping xD
by Lambda
Wed Dec 17, 2008 7:18 pm
Forum: Beginners Help
Topic: How to use VBO's in Irrlicht 1.5?
Replies: 3
Views: 711

why VBO are disabled for Q3 maps? :(

Code: Select all

		//! set the hardware mapping hint, for driver
		virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
		{
			return;
		}
by Lambda
Wed Dec 17, 2008 2:00 pm
Forum: Project Announcements
Topic: multicolor chat box
Replies: 27
Views: 5458

this chat have wordwrap?
by Lambda
Mon Dec 15, 2008 12:35 am
Forum: Open Discussion and Dev Announcements
Topic: New Irrlicht 1.5 Features
Replies: 6
Views: 1018

Luke and BlindSide promised to do stuff for hw skinning, but I didn't hear about any progress lately. The .x loader has been improved, yes, but there are already improvements available which will go into 1.6 (or maybe later on into 1.5.1 or so...). Still, it might e not the best model format :wink:...
by Lambda
Sun Dec 14, 2008 11:01 pm
Forum: Open Discussion and Dev Announcements
Topic: New Irrlicht 1.5 Features
Replies: 6
Views: 1018

hybrid wrote:Yes, that's rather up-to-date. Because many of the new features are under the hood.
I have heard that the X loader has been improved, its true?

Another question, when will be hardware skinning implemented in irrlicht?
by Lambda
Sun Dec 14, 2008 2:05 pm
Forum: Beginners Help
Topic: How to make flame effect?
Replies: 7
Views: 788

use the Texture Animator
by Lambda
Sat Dec 13, 2008 7:52 pm
Forum: Open Discussion and Dev Announcements
Topic: New Irrlicht 1.5 Features
Replies: 6
Views: 1018

New Irrlicht 1.5 Features

I have a heavily modified irrlicht 1.4.2 but i am thinking to switch to 1.5 when its released, but i want to know what are the new features / improvements in this version, especially related with Loaders and Skinned Meshes
by Lambda
Sat Dec 13, 2008 12:43 pm
Forum: Advanced Help
Topic: AnimatedMeshes, Stair Climbing
Replies: 2
Views: 514

maybe yo want to use a Physics engine, search in the forum for IrrPhysx and IrrNewt
by Lambda
Thu Dec 11, 2008 9:16 pm
Forum: Off-topic
Topic: Icon adding after compilation
Replies: 2
Views: 777

try PE Explorer.
by Lambda
Thu Dec 11, 2008 12:31 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111272

Oh! And for the record, the game example crashes before it loads - someone else mentioned the same problem earlier in this thread. Loads up all the meshes and textures then just hits a wall, although I don't think that's at all related. Same here. PD: Visual Studio => 2005 sucks, when i compile any...
by Lambda
Wed Dec 03, 2008 10:05 pm
Forum: Beginners Help
Topic: Non Power of Two texture work around?
Replies: 15
Views: 1857

Sure I load it normally using: Player[id]->state[state].body[parti].s[state2].i = Driver->getTexture(str2.c_str()); and draw using: void drawPlayer(int id) { int state=Player[id]->State; int state2=Player[id]->State2; int i; dimension2d<s32> imgSize; for(i=0;i < 3;i++) { if(Player[id]->state[state]...
by Lambda
Wed Dec 03, 2008 9:24 pm
Forum: Beginners Help
Topic: Non Power of Two texture work around?
Replies: 15
Views: 1857

just dont use power of 2 images, you can resize these images, i am using npo2 textures for the gui of my game and everything is working fine :)