Search found 9 matches

by d000hg
Tue Sep 23, 2008 10:16 pm
Forum: Open Discussion and Dev Announcements
Topic: Suitability of Irrlict for non-traditional project
Replies: 9
Views: 2283

Ah, so you can set lots of simultaneous textures just not give them all unique texcoords? That would probably work... how many textures can be set?
by d000hg
Tue Sep 23, 2008 12:00 am
Forum: Open Discussion and Dev Announcements
Topic: Switching between C++ and C#
Replies: 16
Views: 7376

I'm looking to start a new project and so far Irrlict is one of my top choices because of a C# wrapper. Let's not debate language preferences, the fact is for me, an engine which has a good Windows C# wrapper is better as I would rather work in C#. I took a look at the CP forums and there are severa...
by d000hg
Mon Sep 22, 2008 10:12 pm
Forum: Open Discussion and Dev Announcements
Topic: Suitability of Irrlict for non-traditional project
Replies: 9
Views: 2283

Oh, it's entirely result driven, but based on an animating 3D model for parts of the body. In this case, a heart. Anyway, the texcoord limits seem quite strict... I thought on modern hardware you could have for instance a standard texture, lightmap texture, bump/specular maps all single-pass. Is thi...
by d000hg
Mon Sep 22, 2008 10:01 pm
Forum: Beginners Help
Topic: DX10 support & using Irrlict in a normal Windows GUI app
Replies: 7
Views: 544

hybrid wrote:You can create the three windows in your app (using the windows API or other things) and pass the pointer to the windows as a parameter to endScene(). This will render the scene into that window. This allows to render the same scene in multiple views and on multiple screens.
Sounds simple, thanks.
by d000hg
Mon Sep 22, 2008 5:41 pm
Forum: Beginners Help
Topic: DX10 support & using Irrlict in a normal Windows GUI app
Replies: 7
Views: 544

Great. In the app I'm looking at, we'd need two or 3 such windows in the main dialog. Would this then require 3 instances of Irrlict, and does Irrlict allow multiple instances on the same monitor? The 3 windwos would be viewing different visualisations of the same data so ideally I don't want each o...
by d000hg
Mon Sep 22, 2008 5:35 pm
Forum: Open Discussion and Dev Announcements
Topic: Suitability of Irrlict for non-traditional project
Replies: 9
Views: 2283

3D models & animations would probably be built tailored to whatever engine is used. Ultrasound basically renders a 2D slice, so in itself it's probably a case of 2-D raytracing. But When you see ultrasound images they are very noisy, so I imagine a shader might be used for post-processing here. ...
by d000hg
Mon Sep 22, 2008 9:54 am
Forum: Beginners Help
Topic: DX10 support & using Irrlict in a normal Windows GUI app
Replies: 7
Views: 544

DX10 support & using Irrlict in a normal Windows GUI app

In a current project, I am deciding if DX10 is the more suitable choice, based on it's extra shader functionality. Making the project Vista-only is OK. So the first question is whether Irrlict even supports DX10? My other question is, is it easy to have an Irrlict 'panel' in a normal Windows applica...
by d000hg
Mon Sep 22, 2008 9:50 am
Forum: Open Discussion and Dev Announcements
Topic: Suitability of Irrlict for non-traditional project
Replies: 9
Views: 2283

Suitability of Irrlict for non-traditional project

I am investigating engines for a medical visualisation application. As well as traditional 3D views, it needs to simulate such things as ultrasound, x-ray, etc. Irrlict is already scoring points for a C# binding, and I believe it allows you to freely write custom shaders, is this right? Can anyone c...
by d000hg
Tue Sep 02, 2008 8:39 pm
Forum: Beginners Help
Topic: Support for heightmap/terrain
Replies: 1
Views: 142

Support for heightmap/terrain

I'm currently reviewing several engines, reading reviews on DevMaster.net and skimming the feature list. I have two game projects (and a level editor) based on my own heightmap-based engine, which is really old and ugly. I have no interest updating this engine, I'd rather replace it with a proper en...