Search found 37 matches
- Mon Mar 28, 2011 11:20 am
- Forum: Beginners Help
- Topic: Annoying pause on texture first use
- Replies: 5
- Views: 365
- Mon Mar 28, 2011 11:04 am
- Forum: Beginners Help
- Topic: Annoying pause on texture first use
- Replies: 5
- Views: 365
Annoying pause on texture first use
Ok, strange problem which I'm sure I've seen addressed here before, but I can't find the post. On my game init, when I load in the object/scene data I make sure to call driver->getTexture(filename) each time I come across a required texture, to ensure that it's preloaded and stored on the video card...
- Wed Mar 09, 2011 9:45 am
- Forum: Beginners Help
- Topic: LOD on meshes
- Replies: 12
- Views: 1775
This pic shows what is my idea of lod, its just hard to realize in C++ If I wanted to do it the easiest way to get me started I'd pre-create N different levels of detail (polygon complexity) for my models using whatever modelling software. Some modelling software can do this for you, or has functio...
- Tue Mar 08, 2011 2:35 pm
- Forum: Advanced Help
- Topic: Issues with applied recalculated normals being again changed
- Replies: 5
- Views: 784
Hmm.. ok. Not completely familiar with the bone/animation system in Irr so not sure where it's getting its normal data from. What if you try using a Mesh Manipulator to recalculate the normals? virtual void recalculateNormals (IMeshBuffer *buffer, bool smooth=false, bool angleWeighted=false) const =...
- Tue Mar 08, 2011 12:16 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 364575
Nvidia has a planetary atmosphere shader in their GPU Gems 2 book This technique is both for in-atmosphere scattering and out of atmosphere scattering http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html The out of atmosphere scattering looks awesome, something to get my teeth into. I ...
- Tue Mar 08, 2011 11:21 am
- Forum: Beginners Help
- Topic: Game scripting languages
- Replies: 20
- Views: 4075
Liking this discussion because I'm also at the point of integrating scripting into my game engine and not sure of the best way to arrange everything to talk efficiently and easily. Would be interested in your diagram but for some reason I get a network error when I try to open it.. (might be workpla...
- Tue Mar 08, 2011 11:16 am
- Forum: Beginners Help
- Topic: Game scripting languages
- Replies: 20
- Views: 4075
what is distribution problem? Well I had problems to get it to run on other machines, it usually requires them to get the same version of python, ect. I haven't done anything lately with it so I can't really remember right now. Blender has this problem; If you don't have the exact version of python...
- Tue Mar 08, 2011 9:02 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 364575
- Mon Mar 07, 2011 10:06 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 364575
My first game : A world-rotates-around-the-ship top down shootemup with gameplay crossed between Elite and old Amiga games Seek and Destroy or Transplant ( video here ). The plan is to have space exploration and trading as well as fast paced battles with lots of bullet eye candy. http://www.d-white....
- Mon Mar 07, 2011 9:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Culling Default = ...
- Replies: 3
- Views: 1506
I had this problem too. I felt a smgr->setDefaultCullingMode(..) would be useful, so it could be set after irrlicht initialisation and forgotten about. I had a few areas where I wished I had things like this. In the end I found it easier to hide all irrlicht stuff inside a wrapper (ie: GraphicsEngin...
- Mon Mar 07, 2011 9:39 pm
- Forum: Beginners Help
- Topic: ISceneCollisionManager+Custom SceneNode (+Material question)
- Replies: 1
- Views: 206
1.) It is displayed with fancy colors (which are set in the example code), but I am not able to assign a material (png file) to it. What is the problem? What code are you using to assign the png texture to the object? Should be something like: mat->setTexture(0,<texture>) <texture> being one you lo...
- Mon Mar 07, 2011 9:10 pm
- Forum: Advanced Help
- Topic: Issues with applied recalculated normals being again changed
- Replies: 5
- Views: 784
At a guess, it sounds like not all of the keyframes are getting their normals uploaded properly - just the first one. When you're telling Irrlicht to relcalculate the normals during animation it'll be interpolating between your fixed normals and the bad ones. Does it help if you call setDirty on eac...
- Fri Feb 25, 2011 12:21 pm
- Forum: Advanced Help
- Topic: Speeding up custom particle engine -> reducing draw calls
- Replies: 9
- Views: 1080
Thanks all. OK, I'm starting to see now. I don't need the functionality of scene nodes, it just seemed a convenient way to get stuff on the screen easily. I don't even need culling - I do that myself anyway - and there aren't going to be many big explosions outside the player view anyway. Sudi: I ha...
- Fri Feb 25, 2011 11:50 am
- Forum: Advanced Help
- Topic: Speeding up custom particle engine -> reducing draw calls
- Replies: 9
- Views: 1080
Sudi : how did you overcome the problem? Do you use scene-node per particle or another way of combining all independent particles into one scene-node / draw call? How does irrlicht batch the particles together in its own particle engine? I thought about writing a custom scenenode which sorts all qua...
- Thu Feb 24, 2011 10:13 pm
- Forum: Advanced Help
- Topic: Speeding up custom particle engine -> reducing draw calls
- Replies: 9
- Views: 1080
Speeding up custom particle engine -> reducing draw calls
Hi, I decided to make my own particle engine for my game from scratch, since I wanted some unusual custom functionality. All works well except it is very slow. My explosion effect uses 6 emitters which give a total of about 30 or so particles on-screen at the peak of the effect. Not many, yet at thi...