Search found 11 matches
- Thu Aug 21, 2008 10:30 pm
- Forum: Open Discussion and Dev Announcements
- Topic: My sentiments after having used several 3D frameworks
- Replies: 15
- Views: 4596
- Thu Aug 14, 2008 9:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: My sentiments after having used several 3D frameworks
- Replies: 15
- Views: 4596
Saturn, I was going to reply to your post because you started it in what appeared a reasonable way but it didn't take many lines before you started generalising and fantasising. I don't doubt you've got a proud coder's fat ass in reality so it is fitting that you're a great fat arsehole in virtuality.
- Thu Aug 14, 2008 3:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: My sentiments after having used several 3D frameworks
- Replies: 15
- Views: 4596
Which driver inconsistencies are you talking about? Would help more if you had some examples so we know if those are already adressed.
A per-layer material system instead of the per buffer one we're currently using is planned for Irrlicht 2.0. However, you can already now add new material renderers ...
A per-layer material system instead of the per buffer one we're currently using is planned for Irrlicht 2.0. However, you can already now add new material renderers ...
- Thu Aug 14, 2008 12:34 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Ultimate Lightmappers comparative chart
- Replies: 23
- Views: 42081
- Thu Aug 14, 2008 12:29 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Thank You IRRLICHT!
- Replies: 19
- Views: 4096
- Thu Aug 14, 2008 12:23 pm
- Forum: Open Discussion and Dev Announcements
- Topic: My sentiments after having used several 3D frameworks
- Replies: 15
- Views: 4596
My sentiments after having used several 3D frameworks
Hi folks!
I have been coding 3D apps for over a decade and over the years have developed over nine versions of my own 3D engines, mostly in Direct3D. However, for my latest project I suddenly realised that I was seriously suffering from Enginatis and spend much more time on back-end API details ...
I have been coding 3D apps for over a decade and over the years have developed over nine versions of my own 3D engines, mostly in Direct3D. However, for my latest project I suddenly realised that I was seriously suffering from Enginatis and spend much more time on back-end API details ...
- Sun Jun 22, 2008 1:43 pm
- Forum: Code Snippets
- Topic: Noob Camera.
- Replies: 10
- Views: 3859
- Sun Jun 22, 2008 1:40 pm
- Forum: Code Snippets
- Topic: (C++) RTSCamera
- Replies: 39
- Views: 35169
- Mon Jun 02, 2008 8:01 pm
- Forum: Advanced Help
- Topic: 2-layer texturing issue. Is Irrlicht's alpha totally broken?
- Replies: 2
- Views: 781
2-layer texturing issue. Is Irrlicht's alpha totally broken?
Previously I asked about that alpha-belnded geometry can write to the Z-buffer under under OGL but not under D3D. This is a problem, but one that will be rectified I've heard.
Now I've run into a second, and more serious snag. I'm loading multi-textured geometry. Using this requires the EMT_SOLID_2 ...
Now I've run into a second, and more serious snag. I'm loading multi-textured geometry. Using this requires the EMT_SOLID_2 ...
- Sat May 24, 2008 5:59 pm
- Forum: Advanced Help
- Topic: Alphablndd/CKeyed textures - Irrlich zbuffer inconsistency?
- Replies: 3
- Views: 689
- Fri May 23, 2008 8:34 pm
- Forum: Advanced Help
- Topic: Alphablndd/CKeyed textures - Irrlich zbuffer inconsistency?
- Replies: 3
- Views: 689
Alphablndd/CKeyed textures - Irrlich zbuffer inconsistency?
Hi.
I am importing scenes from legacy formats (in this case 1998), which are saved in proprietary model files and using 8-bit .bmp textures.
Some of the models are of trees and similar objects, and these should be rendered colour-keyed, which is internally handled as alpha blends in Irrlicht ...
I am importing scenes from legacy formats (in this case 1998), which are saved in proprietary model files and using 8-bit .bmp textures.
Some of the models are of trees and similar objects, and these should be rendered colour-keyed, which is internally handled as alpha blends in Irrlicht ...