I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
IIRC the directx documentation has some sample code for emulating a fixed function pipeline. Basically you have to re-implement the fixed function parts you need in high ...
Search found 4 matches
- Tue Oct 27, 2009 12:59 am
- Forum: Project Announcements
- Topic: Direct3d11-Irrlicht
- Replies: 47
- Views: 12966
- Fri Oct 23, 2009 3:41 am
- Forum: Open Discussion and Dev Announcements
- Topic: Importing Quake I mdl files
- Replies: 3
- Views: 1308
Hm, yes I see that Neverwinter Nights, Half Life, and Quake I all use a format called "mdl". If they are pretty similar I wonder if one loader could be written to handle them all.
I'm just trying to write some simple mesh loading code to help me learn the guts of the engine. Also, it might be good ...
I'm just trying to write some simple mesh loading code to help me learn the guts of the engine. Also, it might be good ...
- Thu Oct 22, 2009 7:23 am
- Forum: Open Discussion and Dev Announcements
- Topic: Importing Quake I mdl files
- Replies: 3
- Views: 1308
Importing Quake I mdl files
I see Irrlicht has support for Quake 3 and Quake 2 models, but not Quake I. I would like to implement a loader for Quake I .mdl files. Anybody interested in this?
- Tue Oct 20, 2009 6:43 pm
- Forum: Beginners Help
- Topic: Converting from wchar_t* to char* from Irrlicht's EditBox
- Replies: 4
- Views: 1315
You have a buffer underrun bug. You need to pass wcstombs the actual size, in bytes, of the output buffer, not the length of the input string.
Also, you are incorrectly allocating the new multi-byte buffer. In general, you can't determine the number of bytes required to convert a sequence of wide ...
Also, you are incorrectly allocating the new multi-byte buffer. In general, you can't determine the number of bytes required to convert a sequence of wide ...