Search found 94 matches

by eye776
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...
by eye776
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...
by eye776
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...
by eye776
Mon Dec 28, 2009 11:19 am
Forum: Competition Time!
Topic: Screenshot of the Month January 2010 [Winner announced!]
Replies: 23
Views: 21528

I haven't posted anything from this project in a LOOONG time.
Image
by eye776
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...
by eye776
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...
by eye776
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
by eye776
Wed May 06, 2009 8:55 am
Forum: Bug reports
Topic: [fixed]Probably a bug in GUI (Menu click handling)
Replies: 6
Views: 1083

Bug confirmed here as well. It also appears if you have an IGUITabControl under a menu (The tab under the menu becomes active).
by eye776
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...
by eye776
Wed Apr 29, 2009 9:01 am
Forum: Bug reports
Topic: [fixed] unnecessary vertex duplication
Replies: 16
Views: 3176

Ok, for all practical purposes, the problem IS SOLVED.
I can vouch for the OBJ and X formats (enough for me to get what I wanted done :P ).
by eye776
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...
by eye776
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...
by eye776
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)...
by eye776
Mon Apr 13, 2009 11:28 pm
Forum: Beginners Help
Topic: Custom IAnimatedMeshSceneNode class or something alike
Replies: 6
Views: 512

Dude, what you need to implement are "animation channels". Traditionally there's one "channel" for each bone. So you basically need to do something like ... uhh ... this (very crude, i'm kinda sleepy and it's 2 AM) class IAnimationControlAnimator: public ISceneNodeAnimator { priv...
by eye776
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...