Search found 94 matches
- Wed Jan 13, 2010 10:24 am
- Forum: Off-topic
- Topic: Wierd noise coming from GPU in irrlicht shader example
- Replies: 18
- Views: 2915
Did the Ogre 3D tests and a few others. Same squeal on FPS > 400. In my case they come from badly insulated components on the GPU, resulting in EM interference. I guess it's not really a question of the frequency of the GPU processing, but it depends on the power consumption of the GPU? LOL, the GT2...
- Tue Jan 12, 2010 9:49 am
- Forum: Off-topic
- Topic: Wierd noise coming from GPU in irrlicht shader example
- Replies: 18
- Views: 2915
Thanks a lot for the input. I rechecked the power connectors, shut down the system, removed and reinserted the video card. Now, I've made a mistake when posting: Regarding 1) it was the 7.Collision example NOT 2.Quake3Map that has 200-300FPS. 2.Quake3Map averages at 1130 FPS. When the fps is high th...
- Mon Jan 11, 2010 9:59 am
- Forum: Off-topic
- Topic: Wierd noise coming from GPU in irrlicht shader example
- Replies: 18
- Views: 2915
Wierd noise coming from GPU in irrlicht shader example
Yesterday I upgraded from a GeForce 6200 to a GT220. I then proceeded to run the irrlicht samples at 800x600/16bpp. 1) Overall performance is kind of crappy. On the Quake 3 level I only get around 200 FPS (no q3shaders, no q3 map objects). (I'd get about 120 with the 6200 IIRC). 2) When launching tu...
- Mon Dec 28, 2009 11:19 am
- Forum: Competition Time!
- Topic: Screenshot of the Month January 2010 [Winner announced!]
- Replies: 23
- Views: 21528
- Fri May 15, 2009 7:21 am
- Forum: Open Discussion and Dev Announcements
- Topic: Dynamic algorithm selection in Irrlicht
- Replies: 2
- Views: 1063
@CodeGen: I think this will be implemented in the future. By that time, Neural Processing Unit or something will be invented ( similar to GPU, PPU ), it won't be uncommon to install several such add-on cards. Where would you get the money for even just ONE of the cards ? Apart from that, it's an int...
- Fri May 15, 2009 7:16 am
- Forum: Open Discussion and Dev Announcements
- Topic: Nintendo DS Can run Irrlicht?
- Replies: 19
- Views: 5200
If you rewrote the Device and heavily adapted the Driver, then maybe... Also limit the meshbuffers back to 16bit indices (the old DS only supports about 2k-3k polys on screen), remove tangent support (useless on the DS), remove parallax, normalpapping, etc. AFAIK you'd also need to convert the float...
- Sun May 10, 2009 9:57 pm
- Forum: Everything 2d/3d Graphics
- Topic: [Math] Problem building the skeleton matrices
- Replies: 1
- Views: 752
[Math] Problem building the skeleton matrices
The answer consisted of a few simple subtractions. So yeah, basically I'm ashamed of myself. Maybe a mod could delete this useless topic ?:D
- Wed May 06, 2009 8:55 am
- Forum: Bug reports
- Topic: [fixed]Probably a bug in GUI (Menu click handling)
- Replies: 6
- Views: 1083
- Wed Apr 29, 2009 9:45 am
- Forum: Bug reports
- Topic: [fixed] unnecessary vertex duplication
- Replies: 16
- Views: 3176
Fine, i unmarked it. You can't really define an absolute < and > operator for vectors. You CAN order them by a criterion though: Examples (bad ones) 1) Length (LOL, no, don't do it) 2) Position Relative to axes (WAAAY too complicated for a game engine) For the binary formats (which aren't human read...
- Wed Apr 29, 2009 9:01 am
- Forum: Bug reports
- Topic: [fixed] unnecessary vertex duplication
- Replies: 16
- Views: 3176
- Tue Apr 28, 2009 9:28 am
- Forum: Bug reports
- Topic: [fixed] unnecessary vertex duplication
- Replies: 16
- Views: 3176
Lulz. App rewrote, linked with newest stable irrlicht (straight off the site). Exact same s**t!!! (I'm not going to repost the exact same log again :D). Here's the source for any parties interested. (Warning! dirty 5min app.) #include <irrlicht.h> using namespace irr; using namespace core; using nam...
- Tue Apr 28, 2009 8:45 am
- Forum: Bug reports
- Topic: [fixed] unnecessary vertex duplication
- Replies: 16
- Views: 3176
Okay, so decided to take matters into my own hand... I fed irrlicht this obj file: # Exported from Wings 3D 0.99.53 mtllib lol.mtl o cube1 #8 vertices, 12 faces v -1.00000000 -1.00000000 1.00000000 v -1.00000000 1.00000000 1.00000000 v 1.00000000 1.00000000 1.00000000 v 1.00000000 -1.00000000 1.0000...
- Tue Apr 28, 2009 7:24 am
- Forum: Bug reports
- Topic: [fixed] unnecessary vertex duplication
- Replies: 16
- Views: 3176
[fixed] unnecessary vertex duplication
SOLVED! (sorta...) Ok... i finally figured it out and made a fool out of myself in the process. The way in which core::map uses the < operator is inconsistent with the vector3df use of the operator. For example compare (as in <, >) the following vectors : (1, 0, -1) ? (-1, 1, 0) Obviously (1, 0, -1)...
- Mon Apr 13, 2009 11:28 pm
- Forum: Beginners Help
- Topic: Custom IAnimatedMeshSceneNode class or something alike
- Replies: 6
- Views: 512
- Tue Jan 27, 2009 1:40 pm
- Forum: Competition Time!
- Topic: Competition submissions!
- Replies: 72
- Views: 99156
@deesine : it WAS supposed to be the char box. the dwarf model is TOTTALY out of place (didn't have the time to make a model). The Movement worked well with a FPS cam but... in the end it sucked ass... @everyone else: Glad I made you laugh at least... hope you didn't laugh at the code as well :) WHA...