Thanks, it works.
FYI, it seems like there is no support for alpha.
All dds images with alpha channel don't get loaded.
Search found 219 matches
- Sun Nov 27, 2011 10:00 pm
- Forum: Beginners Help
- Topic: DDS loader ??
- Replies: 5
- Views: 619
- Thu Nov 24, 2011 4:58 pm
- Forum: Beginners Help
- Topic: DDS loader ??
- Replies: 5
- Views: 619
Re: DDS loader ??
There's a DDS loader in the irrExt repository . Many thanks! But how am I supposed to use it? Is the main.cpp meant to be an example? EDIT: I dont need to do any image handling, all I want is that if a mesh has .dds images applied they would be loaded automatically by loader. So if I do: ...
- Thu Nov 24, 2011 4:19 pm
- Forum: Beginners Help
- Topic: DDS loader ??
- Replies: 5
- Views: 619
DDS loader ??
Hi, Anyone got a working .dds loader? I urgently need a loader and only need dds textures to get loaded and nothing more. Ages ago nadro wrote a loader but the link is dead and can't find the two files CImageLoaderDDS.cpp and CImageLoaderDDS.h If anyone got these files can you please provide them to...
- Sat Nov 19, 2011 3:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
The way to do this is to understand Irrlicht core-structures first. So whoever works on that will have to start there. Very well said. This is not just about writing code, but comming up with a very comprehensive list of "requirements" which directly depends on the way core structures hav...
- Tue Nov 15, 2011 10:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
IMO the hard part is gathering the requirements (reading and absorbing a library's worth of documents), because if they're wrong then the design is wrong from the start. Everything else is just writing code, which is the fun part! Indeed, that is my view too. That is why I'm not hastily jumping int...
- Tue Nov 15, 2011 10:41 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
Offtopic: Had to same problem for my project to find a decent exporter for Maya or 3DS Max. Should take a look at FragMotion , which can export to alot of formats. 3DS Max / Maya -> .fbx (2010) -> FragMotion -> (.b3d etc) Thanks for the link. Yes, "I" might have happliy used it if it had ...
- Tue Nov 15, 2011 2:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
BTW: We support the ogre mesh format... Yes, I'm aware of that and thanks to You I was able to use it in my own personal project because that was the ONLY format for which I could find a decent updated 3dsMax exporter. http://www.ogremax.com/ And I was happy to pay the $250 from my own pocket as it...
- Tue Nov 15, 2011 2:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
@Radikalizm: thanks for the detailed explanation. Since I have never used this attribute system of Irrlicht, I'd leave the decision to use it or not to You and others hwo know better than me. Myself, just took a look at this: http://www.parashift.com/c++-faq-lite/serialization.html#faq-36.6 Seems th...
- Tue Nov 15, 2011 1:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
@hybird: thanks for your comments. The case for Irrlicht's own format goes like this: 1. There are three user-groups in the market for a 3D engine. Students, Hobysts and Commercial companies. 2. By supporting a range of older file formats, Irrlicht caters well to the first two groups. 3. A commercia...
- Tue Nov 15, 2011 12:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
It's an attribute system - it isn't restricted to scenenodes. A mesh is also just an array of values - and so you can serialize it with the array-attribute (I don' t know if that's the best solution - maybe it isn't). I must admit that with my limited knowledge I'm not able to see the benefit, thou...
- Tue Nov 15, 2011 12:44 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
Whats the advantage to create another mesh format? Why not improving the support for the current animated mesh formats Have you actually read the full thread? The mere idea of supporting a plethora of old obsolete formats IS the problem. Why would we not publish and maintain our OWN efficient file ...
- Tue Nov 15, 2011 12:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
You need for each class a way to read/write the membervariables of it's objects - that process is called serialization. So it's likely that an easy solution for an Irrlicht format would be using that. And the serialization interface already can write all attributes - so that part could be used dire...
- Tue Nov 15, 2011 12:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
Yes, this is hopefully going to become Irrlicht's own mesh format, also supporting animation and materials, not a scene format.RdR wrote:Is this format a replacement for the current animated mesh formats (like .b3d) or a format to save a describe a complete scene?
- Tue Nov 15, 2011 10:13 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
You need for each class a way to read/write the membervariables of it's objects - that process is called serialization. So it's likely that an easy solution for an Irrlicht format would be using that. And the serialization interface already can write all attributes - so that part could be used dire...
- Tue Nov 15, 2011 9:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht's OWN file formats?
- Replies: 98
- Views: 14597
Re: Irrlicht's OWN file formats?
I'm very familiar with the wavefront obj format, to the point where I wrote an importer for it in the early days of my engine ;) Good to know that =) BTW, here is a good discussion about representation schemes: http://en.wikipedia.org/wiki/Polygon_mesh I think our best option would be in fact to as...