Search found 1713 matches
- Sun Jan 15, 2012 2:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
Could one of the devs review this?
- Fri Jan 13, 2012 8:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
https://sourceforge.net/tracker/?func=d ... tid=540678
Passes are now inclusive, and I added a boolean to drawAll to provide support for exclusive passes as well. Any more suggestions for improvement?
Passes are now inclusive, and I added a boolean to drawAll to provide support for exclusive passes as well. Any more suggestions for improvement?
- Fri Jan 13, 2012 4:14 pm
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 148939
Re: xml based postprocessing framework
Is it possible to use floating point render targets with this, to do tone mapping?
- Fri Jan 13, 2012 4:13 pm
- Forum: Code Snippets
- Topic: LensFlareSceneNode with occlusion query
- Replies: 36
- Views: 18367
Re: LensFlareSceneNode with occlusion query
Yeah, light direction lens flares are a really useful thing to have. I used them in Unity 3D alot and they really added a nice touch to the render for not very much work at all. This would be perfect to put into the Irrlicht core.
- Fri Jan 13, 2012 4:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
What if we added a drawAllExclusive function for specifying which passes not to draw. And the behavior of drawAll would be to specify which passes should be drawn inclusively?
- Thu Jan 12, 2012 10:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
I meant that the nodes still get OnRegisterSceneNode called, and end up registering for no reason. You think that it should take which render states to enable? I guess that would be more intuitive. I'll change it if I get a chance later today.
- Thu Jan 12, 2012 2:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
Doesn't that still call draw on all the scene nodes that don't need to be drawn?
- Wed Jan 11, 2012 2:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
The ifs before each section? I don't understand what you mean. I tried placing them at the top, but they had to be called after OnRegisterSceneNode for it to work. I'll look at my code again and see what you mean.
- Wed Jan 11, 2012 2:18 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 237770
Re: Finally, a DirectX 10 video driver for Irrlicht
A basic D3D11 driver would probably be the best way to go. But if we're going to integrate D3D10/11 then it should use the feature levels support from DX11 to do DX10. And also, DirectX 11.1 is out, so it would be best to use the D3D11.1 SDK to implement it.
- Wed Jan 11, 2012 2:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
You can call drawAll without parameters and it works just like before (i made sure to try). So it shouldn't be a problem to change the function signature.
- Wed Jan 11, 2012 3:01 am
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
Link to the patch that I implemented: https://sourceforge.net/tracker/?func=detail&aid=3472156&group_id=74339&atid=540678 I tested it by adding this to the SpecialFX demo drawAll function: smgr->drawAll((u32)scene::ESNRP_TRANSPARENT | (u32)scene::ESNRP_SHADOW); Any suggestions for im...
- Mon Jan 09, 2012 10:09 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
It should probably be: disableRenderPass(E_SCENE_NODE_RENDER_PASS pass) and that way you would call it before smgr->drawAll(); instead of disabling it once and having all smgr->drawAll calls ignore those render passes.
- Mon Jan 09, 2012 1:39 am
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14136
Re: Request: manage which passes are drawn by smgr->drawall
Yeah, that would be really nice. It would make deferred rendering a lot easier too.
- Sun Jan 08, 2012 1:06 am
- Forum: Game Programming
- Topic: Is the MVC architecture worth it?
- Replies: 3
- Views: 1477
Is the MVC architecture worth it?
I'm writing a game engine around Irrlicht. I read Game Coding complete and liked the architecture of their engine, but I noticed a few things that would be difficult. Animation for example: if you communicate with the game view using events, then the animation system is seperated from the game. Some...
- Wed Jan 04, 2012 2:05 am
- Forum: Code Snippets
- Topic: UserData in Irrlicht
- Replies: 18
- Views: 6833
Re: UserData in Irrlicht
If you really need user data then I guess you could write a user data animator and attach it to your node. That would be kind of messy though. I don't directly use nodes in my game, I wrote a component based entity system that has a scene node component. It's much cleaner that way. You implement all...