Search found 167 matches

by Darktib
Sat Dec 17, 2016 11:41 pm
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

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...
by Darktib
Fri Dec 16, 2016 11:06 pm
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

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...
by Darktib
Fri Dec 16, 2016 9:28 pm
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

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 ...
by Darktib
Tue Dec 13, 2016 11:31 pm
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

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...
by Darktib
Mon Sep 14, 2015 7:14 pm
Forum: Open Discussion and Dev Announcements
Topic: CMake build system for Irrlicht
Replies: 16
Views: 5491

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...
by Darktib
Thu Jul 23, 2015 8:02 am
Forum: Bug reports
Topic: [FIXED] OpenGL hardware buffer always dirty
Replies: 2
Views: 1063

[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

Code: Select all

RequiredUpdate = false;
to COpenGLDriver.cpp:326
by Darktib
Wed Jul 08, 2015 9:59 am
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

Re: CMake build script

I updated the script so that DX9 compilation is automatically deactivated if no sdk is found
by Darktib
Wed Jul 01, 2015 5:28 pm
Forum: Open Discussion and Dev Announcements
Topic: optimizing render performance, looking for information
Replies: 14
Views: 4435

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...
by Darktib
Mon Jun 29, 2015 7:21 pm
Forum: Open Discussion and Dev Announcements
Topic: optimizing render performance, looking for information
Replies: 14
Views: 4435

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...
by Darktib
Mon Jun 15, 2015 8:47 pm
Forum: Off-topic
Topic: Any other decent 3D Graphics Engines besides Irrlicht??
Replies: 47
Views: 15408

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)
by Darktib
Mon Jun 01, 2015 10:14 pm
Forum: Project Announcements
Topic: SPARK open-source advanced particle engine
Replies: 104
Views: 57270

Re: SPARK open-source advanced particle engine

REDDemon and cutealien said it ;)

BTW, I'm currently switching to git so I can abandon sourceforge (finally!).
by Darktib
Fri May 15, 2015 7:07 pm
Forum: Code Snippets
Topic: CMake build script
Replies: 20
Views: 7988

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...
by Darktib
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: 38879

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
by Darktib
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: 38879

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 ;)
by Darktib
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: 38879

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...