Search found 23 matches

by mmortall
Wed Oct 09, 2013 8:31 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Implementation quaternion rotation for Irrlicht scene node
Replies: 0
Views: 2310

Implementation quaternion rotation for Irrlicht scene node

Hello. My name is Sergey. I am game developer. I wrote tutorial about implementation quaternion rotation support for scene nodes in Irrlicht for OpenGL ES 1.0 and ES 2.0 drivers. This feature still not implemented in Irrlicht so I think this tutorial may be useful for you. This feature helps you to ...
by mmortall
Mon Sep 05, 2011 4:44 pm
Forum: Beginners Help
Topic: NULL Driver. Transformation problem [solved]
Replies: 4
Views: 258

Re: NULL Driver. Transformation problem [solved]

hybrid wrote:What's the purpose of yet another OpenGL driver?
I write modern and much faster driver. 30 000 triangles in scene is limit of Irrlicht OpenGL driver (render in ~10 ms).
Pure OpenGL with VBO draw over 1 000 000 triangles in 1.5 ms.
Also driver will be shader-based.
by mmortall
Mon Sep 05, 2011 10:52 am
Forum: Beginners Help
Topic: NULL Driver. Transformation problem [solved]
Replies: 4
Views: 258

Re: NULL Driver. Transformation problem [SOLVED]

I fix it. I convert View matrix to left-hand system and change back face culling direction. So I change   gluLookAt(pos.X, pos.Y, pos.Z, target.X, target.Y, target.Z, up.X, up.Y, up.Z);   glFrontFace(GL_CCW);   to   gluLookAt(pos.X, pos.Y, pos.Z, target.X, target.Y, target.Z, up.X, up.Y, up.Z); glSc...
by mmortall
Mon Sep 05, 2011 9:16 am
Forum: Beginners Help
Topic: NULL Driver. Transformation problem [solved]
Replies: 4
Views: 258

NULL Driver. Transformation problem [solved]

I am writing my own render using NULL driver and I got strange issue. For set up transformation I use code:   m_irrnode->updateAbsolutePosition(); glMultMatrixf(m_irrnode->getAbsoluteTransformation().pointer());   After this I find that transformation of all objects become like mirror . Looks like s...
by mmortall
Tue Jun 21, 2011 11:53 am
Forum: Project Announcements
Topic: Fatality racer game [Help Wanted]
Replies: 9
Views: 2544

Physics look rusty, it seemed to take ages for the car to slow down in the video (I am sure you were reversing/braking?). Physics is poor now. Out second programmer is physic specialist but he have no time now. a) offset the vehicle model on Y axis so the wheels cut into the ground a tiny fraction ...
by mmortall
Tue Jun 21, 2011 10:42 am
Forum: Project Announcements
Topic: Fatality racer game [Help Wanted]
Replies: 9
Views: 2544

Mel wrote:Looks awesome. How have you done the cube mapping?
Thanks. It was so long time ago. I found issue in the internet.
I create image with six little sub-images from six cameras around the car.
After this in shader I read this texture (convert reflection vector to UV texture coord)
by mmortall
Sun Jun 19, 2011 1:00 pm
Forum: Project Announcements
Topic: Fatality racer game [Help Wanted]
Replies: 9
Views: 2544

Thanks! I added video at the bottom of my first post. But this is not gameplay video. We have no gameplay yet(( And car physic is not so good. Also, the cars seem to be 'hovering' over the road rather than actually driving on the road We using PhysX as physic engine and physically wheels and other o...
by mmortall
Sun Jun 19, 2011 11:15 am
Forum: Project Announcements
Topic: Fatality racer game [Help Wanted]
Replies: 9
Views: 2544

Fatality racer game [Help Wanted]

Fatality racer game is "Quake 3 on the wheels". It is some king of remake Rock N' Roll Racing game. We use Irrlicht Engine 1.7.2 as 3D engine with some modification and improvements. My name is Sergey. I am project lead programmer. Who we are We are Energy Shadow Team. 4 people - two prog...
by mmortall
Thu Jun 09, 2011 8:26 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173391

I download latest Powerwr SDK end EGL headers from khronos. Now I got errors that EglDisplay was not declared in COGLESDriver.cpp. That is right because _IRR_ANDROID_PLATEFORM_ is defined. COGLESDriver.h (382 line) #if defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_) MIrrIPhoneDevice Device; GLuint ViewFra...
by mmortall
Wed Jun 08, 2011 8:51 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173391

I try to build IrrlichtAndroid (git version) and get many errors when compile COGLESDriver.cpp Looks like there is no gl.h. Also I have no this folders: $(HOME)/irrlicht/SDKPackage-ogles1/Builds/OGLES/Include $(HOME)/irrlicht/SDKPackage-ogles1/Builds/OGLES/LinuxPC/Include $(HOME)/irrlicht/SDKPackage...
by mmortall
Wed Jun 08, 2011 3:33 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 170998

Is Blender 2.5 supported?
by mmortall
Sat May 07, 2011 4:57 am
Forum: Beginners Help
Topic: Irrlicht iPhone problem
Replies: 6
Views: 616

Thanks.
by mmortall
Fri May 06, 2011 1:16 pm
Forum: Beginners Help
Topic: Irrlicht iPhone problem
Replies: 6
Views: 616

Looks like I fix this problem. My WindowSize was 640x960 for iPhone4.
When I set WindowSize 320x240 for iPhone4 camera work correct.

This fix looks strange. Is this correct?
by mmortall
Fri May 06, 2011 5:30 am
Forum: Beginners Help
Topic: mipmap is broken...
Replies: 2
Views: 308

1. Try use trilinear filtering for texture. Looks like you use bilinear.
2. Increase texture resolution.
by mmortall
Thu May 05, 2011 6:49 pm
Forum: Beginners Help
Topic: Irrlicht iPhone problem
Replies: 6
Views: 616

So, this is a bug? Something wrong with camera matrix? Is there are any differences between iPhone and Window camera?