Search found 83 matches

by Andi|xng
Wed May 31, 2006 11:13 pm
Forum: Project Announcements
Topic: Bolzplatz 2006 / Slam Soccer 2006
Replies: 13
Views: 4886

As promised, the game is now available for download:

German: http://www.bolzplatz2006.de
English: http://www.xenoage.com/slamsoccer2006/
French: http://www.xenoage.com/coupdefoot2006/

Have fun! I'm looking forward to your feedback ;)
by Andi|xng
Mon May 22, 2006 9:41 pm
Forum: Bug reports
Topic: apps don't show up in 32 bit in openGL
Replies: 6
Views: 1272

This is very, very easy! (Thanks to Phil for the idea!) Irrlicht seems to ignore the 32bit flag for OpenGL... Change the following line: COpenGLTexture.cpp, line 173: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ImageSize.Width, ImageSize.Height, 0, GL_BGRA_EXT , GL_UNSIGNED_BYTE, ImageData); to glTexIma...
by Andi|xng
Thu May 18, 2006 11:44 pm
Forum: Project Announcements
Topic: Bolzplatz 2006 / Slam Soccer 2006
Replies: 13
Views: 4886

Bolzplatz 2006 / Slam Soccer 2006

http://www.xenoage.com/temp/scrshot/bp2k6-2006-05-19.jpg On June 1st, shortly before the football world cup in Germany begins, our game project is finished: Bolzplatz 2006 (en: Slam Soccer 2006, fr: Coup de Foot 2006), a comic-style 3D-football-game, will be available for download! This screenshot ...
by Andi|xng
Tue Mar 21, 2006 10:45 am
Forum: Code Snippets
Topic: (C++) draw2DImage with rotation (OpenGL)
Replies: 4
Views: 3687

Re: COpenGLDriver class

I declared the function of course also in the super class (I think it is the null device class), so it is always visible. The directx "implementation" is simply empty and does nothing.
by Andi|xng
Sat Mar 04, 2006 11:22 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht with Java
Replies: 8
Views: 530

I'm working with Jirr (Java binding for Irrlicht) for quite a while now and it works very good. I can see no real reason why it has to be rewritten in Java. But if someone would do the work, I think I would use it! I just think that it is not worth the effort, since the binding to Java with JNI work...
by Andi|xng
Tue Feb 14, 2006 9:00 am
Forum: Code Snippets
Topic: (C++) draw2DImage with rotation (OpenGL)
Replies: 4
Views: 3687

And here is an extension that rotates the image not around its center point, but around the given point rotationPos: void COpenGLDriver::draw2DImageRotation(video::ITexture* texture, const core::rect<s32>& destRect, const core::rect<s32>& sourceRect, const core::position2d<s32>& rotation...
by Andi|xng
Mon Feb 13, 2006 2:16 pm
Forum: Code Snippets
Topic: (C++) draw2DImage with rotation (OpenGL)
Replies: 4
Views: 3687

(C++) draw2DImage with rotation (OpenGL)

Since I [ got no answer ] if this here is also the right place for suggestions how to improve the Irrlicht engine itself, I use this forum now to share a method with you that I have written for my game. It is an improvement of the draw2DImage-method, that allows also rotation. Since I only use OpenG...
by Andi|xng
Sun Feb 05, 2006 2:14 pm
Forum: Code Snippets
Topic: Welcome to the code snippets forum!
Replies: 8
Views: 13757

Is this also a place to post code improvements for Irrlicht itself, or only for code how to use Irrlicht?

I think, that improvements were posted in the bugs-forum up to now, but somehow it's not the right place for it.

Where would you post your code improvements for Irrlicht?
by Andi|xng
Tue Jan 17, 2006 1:49 pm
Forum: Advanced Help
Topic: Skybox uses Z-Buffer?
Replies: 4
Views: 394

I solved the problem by changing the Irrlicht sources. When I set the skybox size to 1000 units, everything works again.
Thanks for your idea, Baal Cadar!
by Andi|xng
Mon Jan 16, 2006 5:48 pm
Forum: Advanced Help
Topic: Skybox uses Z-Buffer?
Replies: 4
Views: 394

Thanks for your idea, but it did not solve the problem. I tried already before to scale the skybox, but there was no effect. The skybox seems to have the same size as before.

Is there another solution but creating my own skybox model?
by Andi|xng
Mon Jan 16, 2006 1:40 pm
Forum: Advanced Help
Topic: Skybox uses Z-Buffer?
Replies: 4
Views: 394

Skybox uses Z-Buffer?

After solving my z-buffer problem ( http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=10776 ), I have encountered a new one, that is caused by the soultion of the last problem. When I change the near clipping plane to 100 units, the sky box (created with addSkyBoxSceneNode) can not be seen any ...
by Andi|xng
Mon Jan 16, 2006 1:37 pm
Forum: Advanced Help
Topic: Why does the clipping plane change the projection matrix?
Replies: 15
Views: 10596

I could solve the problem by changing the FOV value to a value that I found with experiments (no formula).

Thanks for your help in this thread!
by Andi|xng
Wed Jan 11, 2006 8:38 am
Forum: Advanced Help
Topic: Why does the clipping plane change the projection matrix?
Replies: 15
Views: 10596

OK, let me explain it. First a used "1 m = 1 unit" in my game. But then there were lighting problems. I described them already in another thread, I can also show you screenshots if you like. So I switched to "1 m = 100 units". This worked quite ok with the lighting (some errors t...
by Andi|xng
Tue Jan 10, 2006 10:27 pm
Forum: Advanced Help
Topic: Why does the clipping plane change the projection matrix?
Replies: 15
Views: 10596

I wonder what the problem is. Why is it bad that your projection matrix gets changed? As long as you leave the FOV the same, this should have the desired effect. Here is my code (Java, but very easy to understand though): //1 m nearplane nativeCamera.setFarValue(500); nativeCamera.setNearValue(1f);...
by Andi|xng
Tue Jan 10, 2006 1:07 pm
Forum: Advanced Help
Topic: Why does the clipping plane change the projection matrix?
Replies: 15
Views: 10596

OK, but there must be also a possibility to change only the near clipping plane for the z-buffer without modifying the projection matrix?

Let's say I want only to display objects that are between 3 and 1000 units away. How can I do that without changing the projection matrix?