Search found 14 matches

by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
Wed Mar 03, 2010 1:32 pm
Forum: Advanced Help
Topic: Rendering performance: Coordinate system orientation
Replies: 6
Views: 1455

OK, thanks Sudi I can see native coordinate of Irrlicht. I would like to know relation between coordinate system and rendering performace of graphic card. Let's imagine my selection of coordinate system, see figure:

http://o-server.protys.cz/~hfrauenberg/XYZ_ilustration.png

XY=floor and Z=up ...
by Pianist
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 ...
by Pianist
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 ...
by Pianist
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 ...