Search found 850 matches
- Thu Sep 21, 2023 8:17 pm
- Forum: Off-topic
- Topic: Leaving Irrlicht?...
- Replies: 22
- Views: 7379
Re: Leaving Irrlicht?...
Yes I needed a lot of Dx10 and later features as well as instancing. My own project is based on the shader pipeline branch and is still close enough to irrlicht that porting back is not an absolute impossibility. If there is an interest for it. I would be glad to help port back features from my fork...
- Thu Sep 21, 2023 2:35 pm
- Forum: Off-topic
- Topic: Leaving Irrlicht?...
- Replies: 22
- Views: 7379
Re: Leaving Irrlicht?...
An other thing that might not have helped is that alot of the non core members that contributed from times to times required features that are not even in the irrlicht roadmap for our own projects.
I know of at least the BAW team and My self that forked away from irrlicht
I know of at least the BAW team and My self that forked away from irrlicht
- Tue Jun 19, 2018 8:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: New Irrlicht team-member for iOS & metal: Daniel Bocksteger
- Replies: 23
- Views: 9186
Re: New Irrlicht team-member for iOS & metal: Daniel Bockste
Of the top of my head I use instancing, custom vertex formats, 3d textures, tessellation and texture arrays There may be a couple other features I cannot think of. Also I'm not migrating to OGL any time my code is way to reliant on my shaders and so far I find GLSL to be more annoying to write then ...
- Tue Jun 19, 2018 8:56 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Irrlicht team-member for iOS & metal: Daniel Bocksteger
- Replies: 23
- Views: 9186
Re: New Irrlicht team-member for iOS & metal: Daniel Bockste
Welcome to the new team member and while I personaly have no interest to Apple's side maybe Development for metal will give us a path forward to newer API Btw my project is still running on an updated version of the shader-pipeline branch and dx11 driver but no one ever showed any interest to the pa...
- Thu Jul 13, 2017 8:04 pm
- Forum: Game Programming
- Topic: Irrlicht/DirectX 11
- Replies: 2
- Views: 4035
Re: Irrlicht/DirectX 11
There is an updated and more recent version of the fork but work on is postponed until irrlicht 2.0
- Fri Feb 24, 2017 8:17 pm
- Forum: Advanced Help
- Topic: 3D textures
- Replies: 7
- Views: 1350
Re: 3D textures
If you are using ogl devsh fork has 3d texture and 2d arrays
if you are using dx i there is a version of the shader pipeline branch that has 3d texture and 2d arrays support
if you are using dx i there is a version of the shader pipeline branch that has 3d texture and 2d arrays support
- Mon Dec 19, 2016 8:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
- Replies: 23
- Views: 5066
Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"
Another thing that will need a sure revamp is the material systems, the new API are stateless, now the settings are stored on objects that may change at runtime, thus the materals can no longer be simple structures, or perhaps, they would serve only as a frontend to a more complex "behind the ...
- Mon Dec 19, 2016 4:10 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 377281
Re: Post Your Irrlicht Screenshots / Render Here.
the dark area are the hydrogen gas light absorption https://en.wikipedia.org/wiki/Dark_nebula
also there was no z sorting on the clouds when i took that screen shot but the picture are still incredibly great so i could not resist posting them
also there was no z sorting on the clouds when i took that screen shot but the picture are still incredibly great so i could not resist posting them
- Sat Dec 17, 2016 4:30 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 377281
Re: Post Your Irrlicht Screenshots / Render Here.
WIP procedural nebula
- Fri Dec 16, 2016 7:56 am
- Forum: Open Discussion and Dev Announcements
- Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
- Replies: 23
- Views: 5066
Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"
good to know
however I'm stuck on the FVF for now to many features are missing from the trunk i cannot jump back
however I'm stuck on the FVF for now to many features are missing from the trunk i cannot jump back
- Thu Dec 15, 2016 8:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
- Replies: 23
- Views: 5066
Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"
Also currently there is no way to set the value of the zbuffer it always clear to 0.
this would be usefull tor everse the zbuffer
this would be usefull tor everse the zbuffer
- Thu Dec 01, 2016 9:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3755
Re: Future of shader-pipeline branch
somewhat like with the dx11 driver if you compile shaders with dx9 compatibility then they will run fine in dx11 and 12.
Also is there a repo for the said vulkan dx12 experimentations?
Also is there a repo for the said vulkan dx12 experimentations?
- Mon Nov 21, 2016 11:49 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 377281
Re: Post Your Irrlicht Screenshots / Render Here.
I'm stranded in the valley of a far far distant moon
Usual from my space engine apply everything you see you can run in a straight line to
Usual from my space engine apply everything you see you can run in a straight line to
- Fri Nov 18, 2016 9:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3755
Re: Future of shader-pipeline branch
Is there anything new on this?
because currently it seem like i'm stranded on on an increasingly diverging version of irrlicht
because currently it seem like i'm stranded on on an increasingly diverging version of irrlicht
- Tue Apr 05, 2016 12:36 am
- Forum: Advanced Help
- Topic: Increase max textures from 8.
- Replies: 19
- Views: 4109
Re: Increase max textures from 8.
For my part dx11 and instancing are both missing from the trunk so until both are ported i'm stuck on the shader-pipeline