Hi,
I'm working with irrlicht on Osx. I'm able to build from the latest version in svn. Its a bit of a gamble using the latest but I have found that it's been an manageable option for me. Can you be more specific about what the build issues are?
Cheers;
-b
Search found 7 matches
- Sun May 09, 2010 12:28 am
- Forum: Beginners Help
- Topic: Can some Mac OS X developer help me?
- Replies: 1
- Views: 213
- Sun May 02, 2010 7:45 pm
- Forum: Advanced Help
- Topic: Depth Buffer to texture
- Replies: 13
- Views: 4350
depth texture writing
I def think this is possible with irrlicht. Its not a feature of the engine per-say but you can do it with custom shaders. Im using GLSL and I can share my work-in-progress with you. I don't have it done yet but I'm just sitting down to finish this today. The theory is simple enough, on the first pa...
- Fri Feb 05, 2010 8:33 am
- Forum: Bug reports
- Topic: [fixed]compiling 1.7; Invalid conv. from 'void*' to 'GLuint'
- Replies: 12
- Views: 2127
I was able to move forward by changeing the line to
Code: Select all
glProgramParameteriEXT(GLuint)program, pname, value);
- Mon Jan 04, 2010 8:36 pm
- Forum: Advanced Help
- Topic: GL_CONSTANT_ALPHA ??
- Replies: 3
- Views: 1169
We haven't added this to Irrlicht so far. You'd need to add a new material, or add a material parameter (the latter would require larger changes of the engine, though, while the former is possible from user code). Thanks for answering. If I was to add a new material, would setting the BlendFunc in ...
- Mon Jan 04, 2010 7:13 pm
- Forum: Advanced Help
- Topic: GL_CONSTANT_ALPHA ??
- Replies: 3
- Views: 1169
GL_CONSTANT_ALPHA ??
Greetings All, I wasn't able to find this topic in the forum so I'm hoping that somebody might know if there is an irrlicht material system equivalent way of dealing with the following code: glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); ...
- Mon Dec 07, 2009 9:07 pm
- Forum: Bug reports
- Topic: [fixed]draw2DImage making shaders unusable
- Replies: 7
- Views: 1391
The marked line and your text don't seem to be related at all. the textureblendfunc value is only supported in OneTextureBlend material. That answers my question. I have been building a feature that uses a material based on a fragment shader and I want it to use the alpha blender functions as well....
- Mon Dec 07, 2009 8:14 pm
- Forum: Bug reports
- Topic: [fixed]draw2DImage making shaders unusable
- Replies: 7
- Views: 1391
if (CurrentRenderMode != ERM_2D || Transformation3DChanged) { // unset last 3d material if (CurrentRenderMode == ERM_3D) { if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size()) MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); SMaterial mat; mat.ZBuffer...