Search found 14 matches
- Mon Jul 18, 2011 9:43 am
- Forum: Bug reports
- Topic: 3ds loader - transparency issue
- Replies: 3
- Views: 647
3ds loader - transparency issue
Internal 3ds file loader do not work well for models with transparent components covered by texture. Attached 3d model of gentlemen should have dark hair, but texture is not rendered properly and hair looks as white with observable transparency. You can verify situation via Meshviewer application ...
- Wed Mar 30, 2011 1:28 pm
- Forum: Project Announcements
- Topic: IrrODE issue
- Replies: 3
- Views: 1704
IrrODE issue
Hello,
I'm starting using ODE engine wrapped with IrrODE in c++ based project for Irrlicht visualisation. My example is inspired by hello ode world vc tutorial.
It seems that my project is set properly, because compilation and linking work. Application crashes during initialization of scene. My ...
I'm starting using ODE engine wrapped with IrrODE in c++ based project for Irrlicht visualisation. My example is inspired by hello ode world vc tutorial.
It seems that my project is set properly, because compilation and linking work. Application crashes during initialization of scene. My ...
- Wed Jan 12, 2011 2:22 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: TrueType font Support by FreeType Library
- Replies: 183
- Views: 123779
True Type font crashes
Hello,
I'm glad this thread is so live as it is. I'm implementing true type support for my wrapper. I've started with implementation of CGUITTFont, CGUITTGlyph and CGUITTFace classes. I see there is issue in the CGUITTGlyph::cache method. It crashes in the following code section:
if (!FT_Load ...
I'm glad this thread is so live as it is. I'm implementing true type support for my wrapper. I've started with implementation of CGUITTFont, CGUITTGlyph and CGUITTFace classes. I see there is issue in the CGUITTGlyph::cache method. It crashes in the following code section:
if (!FT_Load ...
- Tue Aug 24, 2010 9:06 am
- Forum: Advanced Help
- Topic: Reduction of Mesh buffers
- Replies: 2
- Views: 993
Reduction of Mesh buffers
Thanks for this advice, I've used class CMeshCombiner for mesh buffer count optimization and it has the same result as myown implementation. See the linked capture of my visualization:
http://o-server.protys.cz/~hfrauenberg/rendering_issue.avi
it is perspective view in Irrlicht with First Person ...
http://o-server.protys.cz/~hfrauenberg/rendering_issue.avi
it is perspective view in Irrlicht with First Person ...
- Mon Aug 23, 2010 9:34 am
- Forum: Advanced Help
- Topic: Reduction of Mesh buffers
- Replies: 2
- Views: 993
Reduction of Mesh buffers
Hello guys,
I need render huge scene with thousands of objects. When everything is rendered separately frames per second rate goes down. So I need some kind of optimization. It's known that number of calling low level drawing methods determines FPS, because it consumes time. There is strong ...
I need render huge scene with thousands of objects. When everything is rendered separately frames per second rate goes down. So I need some kind of optimization. It's known that number of calling low level drawing methods determines FPS, because it consumes time. There is strong ...
- Fri Aug 20, 2010 1:46 pm
- Forum: Beginners Help
- Topic: Shared Animated mesh - undesired blinking effect
- Replies: 0
- Views: 589
Shared Animated mesh - undesired blinking effect
Hello everybody,
I've animated mesh (walking person) with 2000 frames. I need to use this character in my visualization scene in multiple instances. I'm loading this resource file using sceneManager->getMesh("filePath") method. Let's say we have loaded file "man.x" so it is stored in MeshCache and ...
I've animated mesh (walking person) with 2000 frames. I need to use this character in my visualization scene in multiple instances. I'm loading this resource file using sceneManager->getMesh("filePath") method. Let's say we have loaded file "man.x" so it is stored in MeshCache and ...
- Wed Aug 04, 2010 9:05 am
- Forum: Beginners Help
- Topic: Mouse cursor stealing
- Replies: 4
- Views: 504
Mouse cursor stealing
Hello everybody,
I've .NET project with Irrlicht based visualization component. This component is driven by my custom interface. I need help with setting mouse cursor.
I have interface for changing camera (first person, maya, orthogonal). Everytime, when I'm setting new camera using .NET API the ...
I've .NET project with Irrlicht based visualization component. This component is driven by my custom interface. I need help with setting mouse cursor.
I have interface for changing camera (first person, maya, orthogonal). Everytime, when I'm setting new camera using .NET API the ...
- Thu Mar 04, 2010 2:36 pm
- Forum: Beginners Help
- Topic: Loading 3ds with animations
- Replies: 3
- Views: 1985
Loading 3ds with animations
Hello everybody,
I would like to know if anybody have tried to implement loading animations (set of keyframes by symbolic name) from 3ds file format? Or other think is there any task for Irrlicht loader extension about this feature?
And one more thing... I have read some blaming words about using ...
I would like to know if anybody have tried to implement loading animations (set of keyframes by symbolic name) from 3ds file format? Or other think is there any task for Irrlicht loader extension about this feature?
And one more thing... I have read some blaming words about using ...
- Thu Mar 04, 2010 2:00 pm
- Forum: Advanced Help
- Topic: Rendering performance: Coordinate system orientation
- Replies: 6
- Views: 1455
Great, it sounds good.
But after all I'm afraid of using my custom coord system. I see there is FPS camera prepared for XZ=floor and it is not possible use it as it is for different coord system. So it is necesarry adjust FPS camera. And I'm affraid there would be affected more things by my custom ...
But after all I'm afraid of using my custom coord system. I see there is FPS camera prepared for XZ=floor and it is not possible use it as it is for different coord system. So it is necesarry adjust FPS camera. And I'm affraid there would be affected more things by my custom ...
- Thu Mar 04, 2010 10:57 am
- Forum: Advanced Help
- Topic: about loading some animation model,low fps problem
- Replies: 7
- Views: 1310
Hi Hybrid,
what do you mean by sentence "all computations are made on the CPU, so whether or not you have a good GPU doesn't really matter".??? At engine initialization you should define whether rendering will by accelerated by OpenGL, DirectX or only software rendering. I hope there would be as ...
what do you mean by sentence "all computations are made on the CPU, so whether or not you have a good GPU doesn't really matter".??? At engine initialization you should define whether rendering will by accelerated by OpenGL, DirectX or only software rendering. I hope there would be as ...
- Wed Mar 03, 2010 1:32 pm
- Forum: Advanced Help
- Topic: Rendering performance: Coordinate system orientation
- Replies: 6
- Views: 1455
- Tue Mar 02, 2010 10:31 am
- Forum: Advanced Help
- Topic: Rendering performance: Coordinate system orientation
- Replies: 6
- Views: 1455
Rendering performance: Coordinate system orientation
For Irrlicht projects it is generally used XZ=floor and Y=front/rear coordinate system.I see it is advantageous to FPS camera and gravity. I believe it may be gainful for physical model too. (I'm not sure).
My question is: Is there any low level optimisation in Irrlicht for treating(rendering) XZ ...
My question is: Is there any low level optimisation in Irrlicht for treating(rendering) XZ ...
- Wed Oct 14, 2009 11:56 am
- Forum: Advanced Help
- Topic: Custom 2D SceneNodes
- Replies: 1
- Views: 697
Custom 2D SceneNodes
Hello to all Irrlicht guys,
I'm working on creating new SceneNodes for my 2D environment editor powerd on Irrlicht engine. For example I have done wire frame for my RectangleSceneNode. I would like upgrade its appearance and implement option for color fill. I mean background color inside the ...
I'm working on creating new SceneNodes for my 2D environment editor powerd on Irrlicht engine. For example I have done wire frame for my RectangleSceneNode. I would like upgrade its appearance and implement option for color fill. I mean background color inside the ...
- Wed Apr 22, 2009 1:13 pm
- Forum: Advanced Help
- Topic: Loading Mesh, external 3d model
- Replies: 1
- Views: 688
Loading Mesh, external 3d model
Hello Everybody,
I would like load my 3d model via "sceneManager->getMesh("file.3ds")" with more detail semantic information. By the other words, let's imagine following example situation:
3ds model "model.3ds" definition
1st object: Box01
2nd object: Box02
3rd object: Sphere01
4th object: Line01 ...
I would like load my 3d model via "sceneManager->getMesh("file.3ds")" with more detail semantic information. By the other words, let's imagine following example situation:
3ds model "model.3ds" definition
1st object: Box01
2nd object: Box02
3rd object: Sphere01
4th object: Line01 ...