Search found 9 matches
- Tue Sep 23, 2008 10:16 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suitability of Irrlict for non-traditional project
- Replies: 9
- Views: 2423
- Tue Sep 23, 2008 12:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: Switching between C++ and C#
- Replies: 16
- Views: 8178
- Mon Sep 22, 2008 10:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suitability of Irrlict for non-traditional project
- Replies: 9
- Views: 2423
- Mon Sep 22, 2008 10:01 pm
- Forum: Beginners Help
- Topic: DX10 support & using Irrlict in a normal Windows GUI app
- Replies: 7
- Views: 641
Sounds simple, thanks.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.
- Mon Sep 22, 2008 5:41 pm
- Forum: Beginners Help
- Topic: DX10 support & using Irrlict in a normal Windows GUI app
- Replies: 7
- Views: 641
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 ...
- Mon Sep 22, 2008 5:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suitability of Irrlict for non-traditional project
- Replies: 9
- Views: 2423
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.
As ...
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.
As ...
- Mon Sep 22, 2008 9:54 am
- Forum: Beginners Help
- Topic: DX10 support & using Irrlict in a normal Windows GUI app
- Replies: 7
- Views: 641
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 ...
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 ...
- Mon Sep 22, 2008 9:50 am
- Forum: Open Discussion and Dev Announcements
- Topic: Suitability of Irrlict for non-traditional project
- Replies: 9
- Views: 2423
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 ...
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 ...
- Tue Sep 02, 2008 8:39 pm
- Forum: Beginners Help
- Topic: Support for heightmap/terrain
- Replies: 1
- Views: 161
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 ...