Search found 69 matches

by luthyr
Thu Jul 20, 2017 8:17 pm
Forum: Beginners Help
Topic: Android black GUIs
Replies: 30
Views: 2956

Re: Android black GUIs

You might be running into an issue I was also having. I took out a block of code in order to fix the issue, in COGLES2Texture.cpp:     if (!level && newTexture && regMipmap)     {         if (IsCompressed && !mipmapData)         {             if (image->hasMipMaps())         ...
by luthyr
Mon Jul 11, 2016 5:38 pm
Forum: Beginners Help
Topic: [Solved] Problem with Windows 10 and device->run()
Replies: 8
Views: 1656

Re: Problem with Windows 10 and device->run()

mongoose7 wrote:You have to recompile the Irrlicht DLL. MSVC won't let you mix debug and release versions.
We ran into this issue as well with Visual Studio 2015. For now, we just continue to compile Irrlicht with VS2010 and it seems to get around it.
by luthyr
Thu Jul 07, 2016 4:20 pm
Forum: Bug reports
Topic: [fixed] CAttributeImpl.h CEnumAttribute::getInt()
Replies: 4
Views: 1099

Re: [fixed] CAttributeImpl.h CEnumAttribute::getInt()

Yeah, sorry about that. :P
by luthyr
Thu Jul 07, 2016 2:57 pm
Forum: Bug reports
Topic: [fixed] CAttributeImpl.h CEnumAttribute::getInt()
Replies: 4
Views: 1099

Re: [fixed] CAttributeImpl.h CEnumAttribute::getInt()

I saw this was changed, but the key difference I was reporting is missing:

i < EnumLiterals.size()

It's been several days since I looked at this, but I think the reason I was reporting it was because at some point I encountered a crash because it went passed the bounds of EnumLiterals.
by luthyr
Sun Jun 19, 2016 6:36 pm
Forum: Bug reports
Topic: [fixed]Win32 Icon scale issues
Replies: 2
Views: 1717

[fixed]Win32 Icon scale issues

In later versions of Windows, with higher DPI and large icon sizes in the taskbar, it appears that Irrlicht doesn't seem to properly handle loading icons at the maximum size that is saved in the icon. I think without the flag, it will grab the first (smallest) image? Changing wcex.hIcon = (HICON)Loa...
by luthyr
Sun Jun 19, 2016 5:57 pm
Forum: Bug reports
Topic: [fixed] CAttributeImpl.h CEnumAttribute::getInt()
Replies: 4
Views: 1099

[fixed] CAttributeImpl.h CEnumAttribute::getInt()

Shouldn't   virtual s32 getInt() _IRR_OVERRIDE_  {      for (s32 i=0; EnumLiterals.size(); ++i)          if (Value.equals_ignore_case(EnumLiterals[i]))          {              return i;          }        return -1;  }   be   virtual s32 getInt() _IRR_OVERRIDE_ {     for (u32 i=0; i < EnumLiterals.si...
by luthyr
Fri Jun 10, 2016 8:18 pm
Forum: Bug reports
Topic: CD3D11MaterialRenderer.cpp material/lastmaterial usage bug?
Replies: 0
Views: 848

CD3D11MaterialRenderer.cpp material/lastmaterial usage bug?

In the shader pipeline trunk, it seems like material was erroneously used twice? The second one should be lastMaterial?   void CD3D11MaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial,                                                 bool re...
by luthyr
Wed Sep 09, 2015 9:49 pm
Forum: Beginners Help
Topic: High RAM consumption
Replies: 2
Views: 641

Re: High RAM consumption

You can save a lot of RAM by using a compressed texture format like DDS/DXT.
by luthyr
Sat Jul 11, 2015 4:35 am
Forum: Advanced Help
Topic: Can a mesh have Tangents and 2 Texcoords?(Solved)
Replies: 16
Views: 3664

Re: Can a mesh have Tangents and 2 Texcoords?

You may also want to consider just generating your tangents in the shader.

http://www.thetenthplanet.de/archives/1180
by luthyr
Mon Apr 06, 2015 6:01 pm
Forum: Code Snippets
Topic: Oculus Rift Development Kit 2-support
Replies: 9
Views: 6030

Re: Oculus Rift Development Kit 2-support

Has anyone gotten this to work with the direct render mode with DK2? I'm unable to do so with the current SDK at least. Everything else works fine, though. EDIT: Order of operations matters, apparently, which I found from this: http://renderingpipeline.com/2014/07/opengl-on-oculus-rift-dk2/ Addition...
by luthyr
Mon Mar 30, 2015 7:58 pm
Forum: Open Discussion and Dev Announcements
Topic: Octodad Tech Postmortem
Replies: 8
Views: 3882

Re: Octodad Tech Postmortem

Here is a patch file for our ISceneNode.h:
https://mega.co.nz/#!SJ1GGaCI!8YVu9TsIz ... gA-cCXsSXk

It should be noted that we always use the setters for position/rotation/scale, otherwise this wouldn't work.
by luthyr
Mon Mar 30, 2015 7:40 pm
Forum: Open Discussion and Dev Announcements
Topic: Octodad Tech Postmortem
Replies: 8
Views: 3882

Re: Octodad Tech Postmortem

I'll try to make some...making patches is always more annoying than just dumping files. :P
by luthyr
Mon Mar 30, 2015 6:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Octodad Tech Postmortem
Replies: 8
Views: 3882

Octodad Tech Postmortem

We recently published a technical postmortem ( devonsoft & I) about Octodad on Gamasutra. Since a majority of our findings had to do with Irrlicht, I thought it made since to post here: http://www.gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Cu...
by luthyr
Wed Feb 25, 2015 5:10 am
Forum: Bug reports
Topic: Android close device eventually crashes with repeated use.
Replies: 0
Views: 1035

Android close device eventually crashes with repeated use.

I've been getting a crash when closing/loading my game multiple times in CKeyEventWrapper.cpp, at: JniKeyEvent = JniEnv->NewObject(Class_KeyEvent, Method_constructor, action, code);  It seems to be related to this: http://stackoverflow.com/questions/14765776/jni-error-app-bug-accessed-stale-local-re...
by luthyr
Wed Feb 25, 2015 5:06 am
Forum: Advanced Help
Topic: Android/iOS & C++
Replies: 32
Views: 8599

Re: Android/iOS & C++

I've been working with Android using Visual Studio 2010, using NVIDIA's Tegra Nsight tools (works with non-Tegra devices as well). I wrote a guide a long time ago here, though it could be very much out of date or nonfunctional at this point: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=5&am...