Search found 291 matches
- Wed Aug 10, 2011 5:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Clone Function
- Replies: 10
- Views: 1573
Re: Clone Function
what if the texture was preloaded in the driver before being used by the scene managers? Would that allow for being able to load everything else in a separate thread?
- Wed Aug 10, 2011 3:45 pm
- Forum: Beginners Help
- Topic: XML from variable instead of file
- Replies: 1
- Views: 153
Re: XML from variable instead of file
once the file is in memory you can use createMemoryReadFile at that memory location and specify the length. This will give you an IReadFile* which you can then pass that into the createXMLReader function.
- Sun Aug 07, 2011 5:11 am
- Forum: Off-topic
- Topic: Unlimited Detail in 3D Graphics [UPDATED]
- Replies: 20
- Views: 5513
Re: Unlimited Detail in 3D Graphics [UPDATED]
I didn't spend much time researching the company I just noticed the logo in the video and figured it was just taken from them. The fact they have no demo or anything to show after working on it since 2003 kinda shows that what they say is not what they can do. Did they really give them money?
- Fri Aug 05, 2011 8:40 pm
- Forum: Beginners Help
- Topic: Irrlicht terrain and bullet
- Replies: 11
- Views: 826
Re: Irrlicht terrain and bullet
Yeah, I would look into some of the bullet wrappers to see how things will work together and if you still want to do it yourself then you will have a good idea on how to approach it. I was at the same point just a month ago when I started my physics system which is an abstract layer on top of a phys...
- Fri Aug 05, 2011 7:44 pm
- Forum: Beginners Help
- Topic: Irrlicht terrain and bullet
- Replies: 11
- Views: 826
Re: Irrlicht terrain and bullet
yeah, but it isn't as easy as using equal signs. the rest is fairly straight forward since they aren't complex objects
- Fri Aug 05, 2011 7:26 pm
- Forum: Beginners Help
- Topic: Irrlicht terrain and bullet
- Replies: 11
- Views: 826
Re: Irrlicht terrain and bullet
there is enough context there... he is setting a btTriangleMesh equal to a irr::scene::CDynamicMeshBuffer which are not compatible and do not represent the same data. Instead you need to learn what a btTriangleMesh requires, vertex array, index array, number of vertices, number of indices, and build...
- Fri Aug 05, 2011 7:21 pm
- Forum: Beginners Help
- Topic: Irrlicht terrain and bullet
- Replies: 11
- Views: 826
Re: Irrlicht terrain and bullet
you need to convert form irrlicht to bullet. There is no direct conversions so you need to do it manually. For example btVector(irrVec.X,irrVec.Y,irrVec.Z); So to convert a mesh you would need to copy the data into the bullet format. I don't recall exactly what it wants but you may want to take a lo...
- Fri Aug 05, 2011 2:20 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Clone Function
- Replies: 10
- Views: 1573
Re: Clone Function
I know it is complicated but you can get multiple scene managers. is it not safe because the driver overlaps between them? I was under the impression that the scenemanager was the main problem with threaded loading and since I can clone to a new manager that may solve that problem. Is that true or d...
- Fri Aug 05, 2011 3:19 am
- Forum: Open Discussion and Dev Announcements
- Topic: Clone Function
- Replies: 10
- Views: 1573
Clone Function
Hello, I noticed you have a clone function for ISceneNode, how well implemented is this? I was thinking I could create a second scene manager and preload all of my models in a different thread then simply clone them into the working scene manager. Is that something that is possible or does it still ...
- Fri Aug 05, 2011 12:54 am
- Forum: Beginners Help
- Topic: Dynamic terrain loading
- Replies: 7
- Views: 687
Re: Dynamic terrain loading
I would suggest using the driver to load the image into an IImage, driver->createImageFromFile(), in a separate thread or before hand, then use the code in my last link to convert the image into something that can load a terrain node. This will speed it up slightly since it won't be reading from a f...
- Thu Aug 04, 2011 11:44 pm
- Forum: Beginners Help
- Topic: Dynamic terrain loading
- Replies: 7
- Views: 687
Re: Dynamic terrain loading
hmmm, do those errors occur when you load it normally? It could be you didn't allocate enough space to load the entire file. Anyway if you are having time problems where it gets stuck when calling smgr->addTerrainSceneNode, IE a delay when creating the mesh I will look into helping you with that. It...
- Thu Aug 04, 2011 9:56 pm
- Forum: Beginners Help
- Topic: Dynamic terrain loading
- Replies: 7
- Views: 687
Re: Dynamic terrain loading
hmmm, it is highly integrated and abstracted... But I can copy the function that loads the maps... Actually I forgot I do not use images for heightmaps. You can use IFileSystem to open the file as an IReadFile, then pass that into the creation of the terrain scene node. I actually just use an ifstre...
- Thu Aug 04, 2011 8:29 pm
- Forum: Beginners Help
- Topic: Dynamic terrain loading
- Replies: 7
- Views: 687
Re: Dynamic terrain loading
They way I have done it is load the height map into memory in another thread so the program doesn't lock while loading it from the disk. When making the actual node you must use the scene manager which means you can't thread that part off. loading a very large one will take a lot of time but since y...
- Wed Aug 03, 2011 4:39 pm
- Forum: Off-topic
- Topic: Unlimited Detail in 3D Graphics [UPDATED]
- Replies: 20
- Views: 5513
Re: Unlimited Power in 3D Graphics Discovered !!!
yeah... kinda funny how people think its great when they don't even show off anything of value. For example when the truck thing was driving through the sand a proof would have been moving the camera into the tracks and seeing actual depth in the sand and seeing individual pieces of sand moving. Als...
- Wed Aug 03, 2011 4:29 pm
- Forum: Off-topic
- Topic: Unlimited Detail in 3D Graphics [UPDATED]
- Replies: 20
- Views: 5513
Re: Unlimited Power in 3D Graphics Discovered !!!
its funny how they stole the video's from the one "engine" a few years ago that claimed the same thing ;) You can tell by the logo in the corner on some of the clips. There was another post about that one here a while back. I wouldn't say its impossible though in the future. Right now I ca...