Search found 25 matches

by Fury.
Tue Sep 04, 2012 8:52 am
Forum: Competition Time!
Topic: Screenshot of the Month August 2012 [winner announced]
Replies: 15
Views: 13686

Re: Screenshot of the Month August 2012 [vote now]

ACE247 wrote:Oh ignore him, he's just a Graphics troll. ;)
you're right. 8)
by Fury.
Wed Aug 29, 2012 9:17 am
Forum: Project Announcements
Topic: Character Animation System
Replies: 43
Views: 146551

Re: Character Animation System

nice :)
by Fury.
Wed Aug 29, 2012 9:13 am
Forum: Bug reports
Topic: [unconfirmed] Messed up Projection-Matrices
Replies: 14
Views: 3345

Re: [unconfirmed] Messed up Projection-Matrices

just take some code from Ogre matrices and most stuff will be repaired.
by Fury.
Wed Aug 29, 2012 7:55 am
Forum: Competition Time!
Topic: Screenshot of the Month August 2012 [winner announced]
Replies: 15
Views: 13686

Re: Screenshot of the Month August 2012 [vote now]

not very impressive screenshots this month.
by Fury.
Sun Apr 08, 2012 1:31 pm
Forum: Project Announcements
Topic: Textures compression tool (BINARY RELEASED)
Replies: 71
Views: 25251

Re: Textures compression tool (BINARY RELEASED)

I'd love the exporter to export 3D textures. I already have a KTX loader. Is there any chance to see that feature? thx for the loader
by Fury.
Thu Aug 11, 2011 4:11 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148611

Re: xml based postprocessing framework

sure you just need to send a "blend" constant to a shader wich receives as input the screenshot before "myShader" is applied and after the "myShader" was applied and then just mix the two inputs according to the blend factor. This is not the best way for fading displace...
by Fury.
Thu Aug 11, 2011 4:06 pm
Forum: Open Discussion and Dev Announcements
Topic: What are the plans for Irrlicht 1.8 and further?
Replies: 264
Views: 50114

Re: What are the plans for Irrlicht 1.8 and further?

The most needed features are: 1) 1D textures 2) floating point textures 3) GPU skinning weighted bones. 4) gamma correction without the need of shaders. EDIT: forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of available s...
by Fury.
Thu Aug 11, 2011 3:57 pm
Forum: Advanced Help
Topic: Rendering to 60000x60000
Replies: 4
Views: 953

Re: Rendering to 60000x60000

The most simple way is to use a identity matrix (as irrlicht's GUI is doing). wich makes the viewing volume become a cube wich is strecthed on one side to fit the screen of your PC.. Use an orthographic camera, that way there is no prespective shift for diffrent tiles wich is exactly the same thing...
by Fury.
Wed Apr 13, 2011 8:41 am
Forum: Beginners Help
Topic: hi i have a little problem
Replies: 1
Views: 243

hi i have a little problem

I have installed a new video card with pixel shader 2.0 (I had only 1.2 and games like Spores were having much graphics troubles and visive artifacts). Now I have 2 graphics cards, Newest games run smoothly, but now if i try to run the Shaders demo of irrlicht seems I have no pixel shader support on...
by Fury.
Wed Feb 02, 2011 11:03 am
Forum: Beginners Help
Topic: saveScene question
Replies: 7
Views: 371

not know. if you save the file as "hello.irr" what about search it with your operative system searching utilities? if you are using codeblocks you can specify the work directory and also if you are using visual studio.. my suggestion is to put all binary files in a "bin" folder a...
by Fury.
Wed Feb 02, 2011 10:32 am
Forum: Open Discussion and Dev Announcements
Topic: Run your test here
Replies: 6
Views: 2249

that's the test is used for measure time needed by file reading. updated the first post with timing results. #include <irrlicht.h> #include <time.h> #include <iostream> using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; u...
by Fury.
Wed Jan 19, 2011 9:21 am
Forum: Game Programming
Topic: Work-stealing multithreading
Replies: 6
Views: 3481

nice article :). i 've seen so much people asking for something similiar. does someone put any example of multithreading with irrlicht (a working one, not a library that do that but don't use irrilcht)
by Fury.
Wed Jan 19, 2011 9:04 am
Forum: Advanced Help
Topic: need help with glsl shader
Replies: 1
Views: 740

need help with glsl shader

i have some time ago wrote a directx shader, but now i'm having trouble in using it under opengl. I need a glsl shader that accept as parameters 2 values(vertex shader) f32 time f32 vector3df I need to move a vertex according to the time and vector3df I simply want to move a point sprite cloud for d...
by Fury.
Thu Jan 13, 2011 9:59 am
Forum: Project Announcements
Topic: Version 0.1 Alpha Release: Irrlicht Dedicated Physics Engine
Replies: 45
Views: 12182

great work. :) it is not too difficult adding more complex phisics. think especially about 3d islands (group of items moving together). this is very usefull to speed up computing .
by Fury.
Thu Jan 13, 2011 9:53 am
Forum: Open Discussion and Dev Announcements
Topic: Run your test here
Replies: 6
Views: 2249

Sure, any help is wellcome. I'm working on some tests. I need only high precision timers to measure time required by each test.

Memory allocation and fragmentation tests are very usefull. your Idea is great. I'll try google test and see what appen:)