Search found 25 matches
- Thu Apr 21, 2011 1:53 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Mon Apr 18, 2011 1:47 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Sun Apr 17, 2011 10:04 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Sun Apr 17, 2011 7:09 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
In case you have missed it- he posted the code after the screenshot: Test code is here: http://irrlichtirc.g0dsoft.com/pastebin/view/32368373 well, right now device.VideoDriver.DrawVertexPrimitiveList(vertices, indices); does only take lists, not arrays edit: oh I see the improvement for DrawVertex...
- Sun Apr 17, 2011 4:46 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Sun Apr 17, 2011 4:30 pm
- Forum: Beginners Help
- Topic: Rendering 250k+ vertices FAST?
- Replies: 5
- Views: 445
- Sun Apr 17, 2011 2:38 pm
- Forum: Beginners Help
- Topic: Rendering 250k+ vertices FAST?
- Replies: 5
- Views: 445
Rendering 250k+ vertices FAST?
Hi, I render about 280000 vertices in openGL using the Quads type, and it's pretty slow. I know other applications that can render a LOT more vertices without performance issues. How come it's so slow the way I do it ? I render them using driver.DrawVertexPrimitiveList(); any way to drastically impr...
- Sat Apr 16, 2011 10:23 am
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Sat Apr 16, 2011 8:14 am
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
- Sat Apr 16, 2011 7:45 am
- Forum: Beginners Help
- Topic: Vertex questions
- Replies: 10
- Views: 559
- Fri Apr 15, 2011 9:48 pm
- Forum: Beginners Help
- Topic: Vertex questions
- Replies: 10
- Views: 559
hmm okay, thanks that works, though I can only use one single color for a whole vertex list. :/ edit: ahh ! lighting=false ! Damn, so is there a way to apply some form of colors/texture to a list of vertices, but still have lighting on? btw, here is a better-to read piece of code: private void addTo...
- Fri Apr 15, 2011 8:37 pm
- Forum: Beginners Help
- Topic: Vertex questions
- Replies: 10
- Views: 559
pixartist, where do you want me to asnwer your question, in this thread or in IrrlichtLime' thread (in Project Announcemenrs), where you also asked the same about vertex color? Well, I presumed you were busy, and did not have time to reply to the question, since it does not really have anything to ...
- Fri Apr 15, 2011 7:55 pm
- Forum: Beginners Help
- Topic: Vertex questions
- Replies: 10
- Views: 559
- Fri Apr 15, 2011 6:54 pm
- Forum: Beginners Help
- Topic: Vertex questions
- Replies: 10
- Views: 559
Vertex questions
Okay, first of all, I use the IrrlichtLime .Net wrapper. So I have List of vertice and I can render them, BUT: 1) When I change the color of a vertex, it won't render colored: vertices.Add(new Vertex3D((x + chunkX * World.chunkSize) * Render.blockSize - Render.blockSize / 2, y * Render.blockSize + R...
- Fri Apr 15, 2011 5:09 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 191869
Creating vertices: private void addTopFace(int x, int y, int z) { uint i = (uint)vertexIndices.Count; float gx = (x + chunkX * World.chunkSize) * Render.blockSize; float gy = y * Render.blockSize; float gz = (z + chunkZ * World.chunkSize) * Render.blockSize; float hb = Render.blockSize / 2; vertices...