Search found 167 matches
- Sat Dec 17, 2016 11:41 pm
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
Re: CMake build script
Ah sorry^^. All core::array is using the allocator for new elements / destroying elements, except these 2 lines - so consistency is not respected. Also it can pose problems with array of non-copyable elements (can be useful in some cases). A workaround is to store pointers to non-copyable objects in...
- Fri Dec 16, 2016 11:06 pm
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
Re: CMake build script
Because maintaining old projects files is tedious and very time-consuming. New IDEs appear for example, with different file formats, and you just can't directly support 30+ different build systems. CMake allows you to specify how your project is built once, and also how to use it easily. Then the us...
- Fri Dec 16, 2016 9:28 pm
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
Re: CMake build script
Well it turns out that the code in the OP was almost already at the latest version - I disabled the default fast math. @CuteAlien CMake is a very good thing, and it is still possible to add the CMakeLists.txt without removing any file (and thus keeping the old *.sln for example). The ability to add ...
- Tue Dec 13, 2016 11:31 pm
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
Re: CMake build script
Hey, glad you're going to integrate it ! No problem for the license, I put it under the same as Irrlicht as your request :) edit: I'll just verify if I have some polish to do, since I improved this script a bit in my git repo of Irrlicht (here: https://github.com/Synxis/Irrlicht). I'll do it tomorro...
- Mon Sep 14, 2015 7:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: CMake build system for Irrlicht
- Replies: 16
- Views: 6023
Re: CMake build system for Irrlicht
Oh, nice CMake script ! However, I think the whole script is a little too big to be easily maintainable - Irrlicht is not that complex^^ I also did a CMake script, it is way less complete than yours as it is only for the engine, no example, and some options are not supported, but it has the advantag...
- Thu Jul 23, 2015 8:02 am
- Forum: Bug reports
- Topic: [FIXED] OpenGL hardware buffer always dirty
- Replies: 2
- Views: 1153
[FIXED] OpenGL hardware buffer always dirty
Hello,
I found a bug in the OpenGL driver, in shader-pipeline branch, where hardware buffers are always considered dirty and so are updated every frame (which obviously destroy performance).
The fix is simple: add the following line
to COpenGLDriver.cpp:326
I found a bug in the OpenGL driver, in shader-pipeline branch, where hardware buffers are always considered dirty and so are updated every frame (which obviously destroy performance).
The fix is simple: add the following line
Code: Select all
RequiredUpdate = false;
- Wed Jul 08, 2015 9:59 am
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
Re: CMake build script
I updated the script so that DX9 compilation is automatically deactivated if no sdk is found
- Wed Jul 01, 2015 5:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: optimizing render performance, looking for information
- Replies: 14
- Views: 4909
Re: optimizing render performance, looking for information
Material switching is one draw call. Yes, but this is 1 draw call per mesh buffer (if you render it using a mesh). So, 1 mesh = at least 2 draw calls per mesh buffers You could try rendering it manually: create your own scene node, and do 1 driver->setMaterial() followed by as much driver->drawMesh...
- Mon Jun 29, 2015 7:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: optimizing render performance, looking for information
- Replies: 14
- Views: 4909
Re: optimizing render performance, looking for information
A draw call to pass geometry to the gpu (or to instruct it to use a vbo) is not that expensive. However, changing material (also a draw call, which mean your draw call estimation is too low) can be really expensive. Switching materials thousands times per frame is probably a huge problem - and I don...
- Mon Jun 15, 2015 8:47 pm
- Forum: Off-topic
- Topic: Any other decent 3D Graphics Engines besides Irrlicht??
- Replies: 47
- Views: 19771
Re: Any other decent 3D Graphics Engines besides Irrlicht??
That subject drift was pretty epic !
For git I find SmartGit pretty intuitive - you can do probably everything you can do with the cli, except it is graphical and more intuitive. Plus it is free and runs on Linux / Windows. (Hopefully for the cli there is still stackoverflow)
For git I find SmartGit pretty intuitive - you can do probably everything you can do with the cli, except it is graphical and more intuitive. Plus it is free and runs on Linux / Windows. (Hopefully for the cli there is still stackoverflow)
- Mon Jun 01, 2015 10:14 pm
- Forum: Project Announcements
- Topic: SPARK open-source advanced particle engine
- Replies: 104
- Views: 60410
Re: SPARK open-source advanced particle engine
REDDemon and cutealien said it ![Wink ;)](./images/smilies/icon_wink.gif)
BTW, I'm currently switching to git so I can abandon sourceforge (finally!).
![Wink ;)](./images/smilies/icon_wink.gif)
BTW, I'm currently switching to git so I can abandon sourceforge (finally!).
- Fri May 15, 2015 7:07 pm
- Forum: Code Snippets
- Topic: CMake build script
- Replies: 20
- Views: 8828
CMake build script
Hi there, I made a CMake build script for Irrlicht long ago, and I always forget to post it to the forums, so here it is ! This script is only for building the engine. For the examples normally there would be a script per-example + 1 for all examples + 1 for the whole Irrlicht project. Anyway, put t...
- Sun Sep 21, 2014 9:18 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42541
Re: Irrlicht 2.0 - What's in store for the future!
Make is cool, it can also brew coffee. However, if I want to use visual studio then makefile are not really good - as I want to control the build step from the IDE, not from a file. That's why solutions like cmake or premake are better
- Sat Sep 20, 2014 9:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42541
Re: Irrlicht 2.0 - What's in store for the future!
Qt is probably the best GUI library out there - it is also not that big, just dozens of MB ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
- Sat Sep 20, 2014 4:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42541
Re: Irrlicht 2.0 - What's in store for the future!
Haha, a ray-tracer in lolcode... hahaha OpenCL ray-trace driver, that warrants a construction of an entire new engine True, but this is the direction graphics should take. Actually, that will probably not happend before at least a decade. Rasterizers are more complex than pathtracers, but pathtracer...