Search found 4 matches
- Tue Oct 27, 2009 12:59 am
- Forum: Project Announcements
- Topic: Direct3d11-Irrlicht
- Replies: 47
- Views: 11658
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 leve...
- Fri Oct 23, 2009 3:41 am
- Forum: Open Discussion and Dev Announcements
- Topic: Importing Quake I mdl files
- Replies: 3
- Views: 1179
- Thu Oct 22, 2009 7:23 am
- Forum: Open Discussion and Dev Announcements
- Topic: Importing Quake I mdl files
- Replies: 3
- Views: 1179
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: 1015
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 ch...