Search found 273 matches

by RdR
Wed Sep 16, 2015 3:04 pm
Forum: Everything 2d/3d Graphics
Topic: .B3D Export Script for Blender 2.75?
Replies: 4
Views: 4054

Re: .B3D Export Script for Blender 2.75?

There is a way to export it to .b3d by using fragMotion ( http://www.fragmosoft.com/ )

Export your model from Blender to FBX format ( 2010 or lower ) and import this in fragMotion and export it to Blitz Basic 3D (.b3d)
by RdR
Wed Jun 10, 2015 11:14 am
Forum: Open Discussion and Dev Announcements
Topic: About SIMD math (with profiling code)
Replies: 31
Views: 8090

Re: About SIMD math (with profiling code)

Very nice indeed! Any other benchmarks in the works? Like matrix inverse Thanks! that's possible XD That would be nice. Have to say I did not do much research about SIMD yet, but would like to implement this in the feature (or use devsh's code if its available) But how do you handle CPU's not suppo...
by RdR
Wed Jun 10, 2015 9:08 am
Forum: Open Discussion and Dev Announcements
Topic: About SIMD math (with profiling code)
Replies: 31
Views: 8090

Re: About SIMD math (with profiling code)

Very nice indeed!
Any other benchmarks in the works? Like matrix inverse
by RdR
Thu Apr 02, 2015 11:52 am
Forum: Code Snippets
Topic: TextArea GUI Element [v1.0]
Replies: 37
Views: 98664

Re: TextArea GUI Element [v1.0]

I get a bug when using your code. If you enter lines that wrap scrolling no longer works properly. startIndex isn't large enough to deal with all the lines and when it changes from 1 to 0 and back to 1 instead of scrolling it jumps a lot of lines. I don't think your variables startIndex or maxLines...
by RdR
Tue Jan 14, 2014 10:44 am
Forum: Code Snippets
Topic: TextArea GUI Element [v1.0]
Replies: 37
Views: 98664

Re: TextArea GUI Element [v1.0]

Fixed minor bug, thanks to Necris for reporting
by RdR
Thu Aug 29, 2013 9:50 am
Forum: Project Announcements
Topic: Character Animation System
Replies: 43
Views: 146548

Re: Character Animation System

Added more Inverse Kinematics support: Look at a specific target with a chain of bones

http://www.youtube.com/watch?v=xPf-yeRaLf0
by RdR
Tue Aug 13, 2013 12:55 pm
Forum: Advanced Help
Topic: Hardware skinning bug
Replies: 6
Views: 886

Re: Hardware skinning bug

Nadro wrote:Open your GLSL shader and add eg:
"#version 120" at the first line of the shader file.
unfortunately that did not solve my problem. Any other suggestions?
by RdR
Fri Aug 09, 2013 9:22 am
Forum: Advanced Help
Topic: Hardware skinning bug
Replies: 6
Views: 886

Re: Hardware skinning bug

REDDemon wrote:try to put a version define in the shader to tell the shader compiler a specific older version. it may work
Do you have an example how to do this?
by RdR
Tue Aug 06, 2013 12:43 pm
Forum: Project Announcements
Topic: Character Animation System
Replies: 43
Views: 146548

Re: Character Animation System

Currenty working on Inverse Kinematics support for the animation library. Implemented the CCD (Cyclic Coordinate Descent) algorithm: http://youtu.be/xinNK498OxA Still need to add constraints Also added some new features since last time I posted: * Procedural animation support * Character bone attach...
by RdR
Tue Aug 06, 2013 12:26 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358198

Re: Post Your Irrlicht Screenshots / Render Here.

Started on IK for my animation system.

Implemented CCD (Cyclic Coordinate Descent):
http://youtu.be/V4qO_CcbIYU
http://youtu.be/CjPxA2vuhVg

Edit:
http://youtu.be/xinNK498OxA
by RdR
Sat Aug 03, 2013 3:38 pm
Forum: Advanced Help
Topic: Hardware skinning bug
Replies: 6
Views: 886

Hardware skinning bug

Hello,

Since I updated my AMD drivers to the latest stable version, my hardware skinning is broken.
Nothing has changed in my code what so ever.

OpenGL version:
Previous: 6.14.10.12002
Current: 6.14.10.12217

I'm using the shader-pipeline branch.
by RdR
Thu Jun 06, 2013 3:37 pm
Forum: Advanced Help
Topic: Hardware skinning by shader-pipeline branch
Replies: 4
Views: 853

Re: Hardware skinning by shader-pipeline branch

Thank you for your implementation. By the way, which format file are you using for your character animation system? I tried to use OGRE3d exporter to export skeleton mesh from 3DS max, the irrlich3d render output is wrong. The problem is here: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4...
by RdR
Tue Jun 04, 2013 12:54 pm
Forum: Advanced Help
Topic: Hardware skinning by shader-pipeline branch
Replies: 4
Views: 853

Re: Hardware skinning by shader-pipeline branch

I used the shader-pipeline branch as renderer for my custom character animation system. Simple patch which adds an extra vertex type you can use and pass to your shader. http://pastebin.com/j1ErCwPq   Index: include/CVertexBuffer.h =================================================================== ...
by RdR
Mon Jun 03, 2013 9:52 pm
Forum: Code Snippets
Topic: ListBox with multi select
Replies: 6
Views: 1765

Re: ListBox with multi select

Looks good!
CuteAlien wrote:Thanks for posting. I'll look at it if I ever try adding multiselect again (I already have 2 implementations, but both times didn't like 'em enough to add them to the engine itself).
Created a patch for easier review:
http://pastebin.com/Pvz6Y2fj
by RdR
Tue May 21, 2013 10:10 pm
Forum: Open Discussion and Dev Announcements
Topic: Proper instancing support
Replies: 25
Views: 9127

Re: Proper instancing support

Is there a link for the complete patch?
And is this patch for trunk or FVF branch?
Would be nice to see it for FVF branch imho :D