Search found 15 matches

by disks86
Fri Dec 24, 2010 6:59 pm
Forum: Advanced Help
Topic: Painting. ITexture::Lock() seems too slow
Replies: 14
Views: 1910

copyTo

Alright so maybe I just don't understand but why do we have to lock at all. I'm pretty sure in sdl you can bitblit any sdl surface to any other surface whether it is in video memory or system memory. So my question is this can we have a copyTo method like the one in IImage that can target another IT...
by disks86
Tue Mar 30, 2010 5:33 am
Forum: Off-topic
Topic: OpenGL 4.0
Replies: 12
Views: 4426

bump

So, I'm a little behind the curve I just heard about 4.0. For some reason I'm super excited about it. As for Irrlicht being an OpenGL only engine. Some graphics cards have better performance with DirectX so I think it is good to give the end user options. But anyway from my understanding in terms of...
by disks86
Mon Feb 01, 2010 6:35 am
Forum: Open Discussion and Dev Announcements
Topic: Image based GUI
Replies: 4
Views: 1390

lol

lol, alright. I'll try to stick to the coding style for the most part but I'll keep it in my project until it is more mature and then I'll submit it. I hope this works out I'm sure there are others who have just been throwing something together to do what I'm doing for their projects.
by disks86
Sun Jan 31, 2010 4:04 am
Forum: Open Discussion and Dev Announcements
Topic: Image based GUI
Replies: 4
Views: 1390

sigh

I'm talking about using the irrlicht gui. I'm just talking about making some new controls/GUI elements for it. I guess I could use gui image elements like you suggest but I don't know if that will give me the control I'm looking for. As for CEGUI like I said I'm planning on using the irrlicht gui it...
by disks86
Sat Jan 30, 2010 10:11 am
Forum: Open Discussion and Dev Announcements
Topic: Image based GUI
Replies: 4
Views: 1390

Image based GUI

Alright lets see how much trouble I can stir up tonight/this morning. I have a pretty big project I'm working on with some friends for our edutainment. My friend that was going to do the UI wants to use images for almost everything from what I know of existing games that is pretty common. He has cre...
by disks86
Mon Jan 18, 2010 12:14 am
Forum: Game Programming
Topic: Planning Your Game
Replies: 5
Views: 3844

and then

I like jeetee's methodology. Normally what I would to with more traditional software development is write a paper describing the functionality of the system in depth. Then go through and underline your nouns and verbs. The nouns will likely be your entities and your verbs will probably be functions....
by disks86
Sun Jan 17, 2010 7:30 pm
Forum: Game Programming
Topic: Ode integration troubles.
Replies: 3
Views: 2741

Ode integration troubles.

A few days ago I decided to switch from the built in collision detection to a full blown physics engine. After poking around a bit I selected Ode. I pieced some code together from tutorials and began testing. That is when the pain an suffering started. So either I'm slow in the head or ODE is a pain...
by disks86
Tue Jan 12, 2010 11:35 pm
Forum: Advanced Help
Topic: Intrinsics?
Replies: 4
Views: 617

alright

Alright, that makes sense. Thank you for explaining.
by disks86
Tue Jan 12, 2010 8:32 pm
Forum: Advanced Help
Topic: Intrinsics?
Replies: 4
Views: 617

huh?

Yeah, sorry my performance issue is limited to my test scene. I get great performance from the sample applications. 2000 fps on one of the simple ones. I wasn't trying to blame the engine for my performance issue I was just relaying how I came to my question. I'm pretty sure my issue is either a bug...
by disks86
Tue Jan 12, 2010 6:13 am
Forum: Advanced Help
Topic: Intrinsics?
Replies: 4
Views: 617

Intrinsics?

Backstory: Howdy, so I have a scene with a terrian, skybox,mesh(character), 3rd person camera, and a light. Nothing special but I get 10-20 FPS. DirectX 9 & OpenGL give roughly the same results. My first thought was oh man I have some horrible code somewhere that is eating up all the cpu time. B...
by disks86
Wed Nov 04, 2009 8:15 pm
Forum: Advanced Help
Topic: Irrlicht 1.6 Gravity broken?
Replies: 5
Views: 859

good call

Hmm good call. I can confirm that the issue existed in 1.5.1. I went from 1.5 to 1.6 so that is why I reported it as a 1.6 regression. I can also confirm that forcing a render after creating a node causes the correct behavior in 1.5.1 and 1.6. All of my tests where using MSVC8 but I wouldn't imagine...
by disks86
Wed Nov 04, 2009 6:32 am
Forum: Advanced Help
Topic: Irrlicht 1.6 Gravity broken?
Replies: 5
Views: 859

sample

if you build the following code against 1.5 Sydney falls into nothing. If you build against 1.6 she stays in her spot. you have to switch the parts labeled 1.5 and 1.6 which is just changing s32 to u32 because of that change in 1.6. The rest of the code is the same. #include <irrlicht.h> #ifdef _MSC...
by disks86
Tue Nov 03, 2009 8:56 pm
Forum: Advanced Help
Topic: Irrlicht 1.6 Gravity broken?
Replies: 5
Views: 859

Irrlicht 1.6 Gravity broken?

I have what appears to be a regression. I have a somewhat complex project but I just switched to 1.6 from 1.5 this morning. I may regret that decision though because now gravity doesn't work. The ninja model which I'm using for testing just floats above my height-map generated terrain. Also before I...
by disks86
Tue Nov 03, 2009 8:42 pm
Forum: Advanced Help
Topic: gecko in irrlicht
Replies: 3
Views: 638

lol

Lol, thanks. I had actually looked at llmozlib I had several problems with it. One building it requires old versions of mozilla, MSVC, platform sdk, and windows sdk. I tried to build it but no luck. After tinkering with it I decided it wasn't worth it because it was an old version anyway and seems p...
by disks86
Tue Nov 03, 2009 4:09 am
Forum: Advanced Help
Topic: gecko in irrlicht
Replies: 3
Views: 638

gecko in irrlicht

Anyone have some simple example code for adding an in game browser with gecko and irrlicht.

Or better yet anyone have an already built control with an open license :-)


ps. wasn't sure if this would be code snippet or advanced help but whatever.