Search found 27 matches

by Elmaron
Thu Sep 09, 2010 12:22 pm
Forum: Open Discussion and Dev Announcements
Topic: BSP format with IRRlicht...
Replies: 7
Views: 5084

May I ask whether visibility will be eventually added?

I understand you don't want to evolve into a bsp-focussed game engine instead of just a generic 3d rendering engine, but visibility is something that seems quite hard to be done by someone not having extensive knowledge of the bsp format and ...
by Elmaron
Wed Aug 12, 2009 6:14 pm
Forum: Bug reports
Topic: [SVN-2584][Not a bug] Parent->Child node positioning
Replies: 7
Views: 1343

I've added a comment now, but that might be worth something like a "recursion" or "noRecursion" parameter.
Yea, I guess that would help a lot getting aware of there being a difference. But maybe also two functions that due to their similar names will be put directly below each other in the docs ...
by Elmaron
Wed Aug 12, 2009 12:59 pm
Forum: Advanced Help
Topic: [Solved] Cross compiling Irrlicht for Win32 on Linux
Replies: 3
Views: 1319

I feel dumb now... as you can see with the compiler command line I was simply still taking the lib out of lib/Linux where it was located with my modified Makefile. Ofc it still didn't work then :?
So thanks a lot for your hint hybridOL, it works now :D Yay!
by Elmaron
Wed Aug 12, 2009 12:13 pm
Forum: Advanced Help
Topic: [Solved] Cross compiling Irrlicht for Win32 on Linux
Replies: 3
Views: 1319

I now compiled it with the default Makefile again, using this line:
CXX=i486-mingw32-c++ CC=i486-mingw32-gcc make staticlib_win32

When attempting to link the result to my app, I get again:
cd src && i486-mingw32-c++ game.cpp -o ../GAME.EXE -L../irrlichtsvn_w/lib/Linux -mwindows -I../irrlichtsvn ...
by Elmaron
Wed Aug 12, 2009 1:17 am
Forum: Advanced Help
Topic: [Solved] Cross compiling Irrlicht for Win32 on Linux
Replies: 3
Views: 1319

[Solved] Cross compiling Irrlicht for Win32 on Linux

Hi. I recently tried to cross compile the Irrlicht engine on Linux for the Windows platform (I have no direct access to any windows machine so I am in great need for this). So I opened up the Makefile and tried to add what seems to be necessary to cross compile (replacing the old similar lines if ...
by Elmaron
Tue Aug 11, 2009 3:31 am
Forum: Bug reports
Topic: [SVN-2584][Not a bug] Parent->Child node positioning
Replies: 7
Views: 1343

Ok I sorted the problem out. I have a node that is I think a child of a child of a child of a parent (4 layers). When attempting to access its position, I need to call updateAbsolutePosition() on every node involved starting with the parent node. I don't know if this is intended behaviour, but I ...
by Elmaron
Tue Aug 11, 2009 1:59 am
Forum: Bug reports
Topic: [SVN-2584][Not a bug] Parent->Child node positioning
Replies: 7
Views: 1343

I just noticed I'm also having it in irrlicht 1.5 a bit - just not as much... very strange :?
by Elmaron
Tue Aug 11, 2009 1:52 am
Forum: Bug reports
Topic: [SVN-2584][Not a bug] Parent->Child node positioning
Replies: 7
Views: 1343

[SVN-2584][Not a bug] Parent->Child node positioning

I'm using SVN 2584 atm and ran into an issue with a first node being child node of a second node, which is child node of a main parent node that I am moving around, and then, after calling updateAbsolutePosition() on the first child node and setting the camera to its position.

On irrlicht 1.5, this ...
by Elmaron
Fri Aug 07, 2009 12:33 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 531938

Time to bring up the screenshot thread again!

The screen doesn't reveal too much yet, but together with the texture list it is possible to get an idea of how editing will actually look like in the game I'm working on. There's not much more done yet than this ingame editor.
http://eloxoph.com ...
by Elmaron
Tue Aug 04, 2009 7:24 pm
Forum: Project Announcements
Topic: [Help Wanted]K3RNEL - Kingdoms & 3 Races: Nus El Lor
Replies: 10
Views: 3150

We already talked in the chat about this. I really hope you get a decent coder onboard if you don't have that already - I would have waited with a public announcement until a bit more of the technique is ready... but meh, good luck. I really hope you can make it, although it is pretty hard to tell ...
by Elmaron
Tue Aug 04, 2009 7:21 pm
Forum: Project Announcements
Topic: Project Ostium (old)
Replies: 57
Views: 14920

Wow the pictures of your editor are looking great! Even if it's just for object placement the lights are still pretty cool. That leads me to the question: Can those terrains be edited directly in that editor? *That* would be extremely cool :) (and useful)
by Elmaron
Mon Aug 03, 2009 10:27 am
Forum: Project Announcements
Topic: Project Erie *The 24 Day game challenge* (Finished)
Replies: 56
Views: 12630

The design doc sounds like fun! Hopefully you finish it. (And maybe there will be a low graphics version for lowend hardware aswell? otherwise it'd probably need to grab a pixel shader capable PC to test it - and I surely want to do when it's out! :))

There can never be enough scary 1st person ...
by Elmaron
Mon Aug 03, 2009 10:24 am
Forum: Project Announcements
Topic: Island Summer Project
Replies: 26
Views: 10513

I really hope that you will allow shaders to be deactivated for older PCs (and also the LOD set and other effects turned off so it still runs!). Netbook users as me will be glad if you do! And I think too often indie games are killed for lowend hardware because they have no fallback for non-shader ...
by Elmaron
Sun Mar 08, 2009 11:40 am
Forum: Advanced Help
Topic: toggle fullscreen / window mode
Replies: 21
Views: 8619

..which makes the whole work-around rather useless :? I really hope Irrlicht will get a way of toggling fullscreen _without_ opening a new device. That would be nearly as awesome as having EMT_TRANSPARENT_VERTEX_ALPHA with lighting fixed!
by Elmaron
Sun Mar 08, 2009 1:29 am
Forum: Advanced Help
Topic: toggle fullscreen / window mode
Replies: 21
Views: 8619

christianclavet: I tried your work around. It seems to cause some bugs in Irrlicht though: When creating the second device, the video device, after having created the null device, the video device won't change the resolution when attempting to run in fullscreen mode - it just paints everythingin a ...