Search found 269 matches
- Wed Oct 28, 2015 9:02 am
- Forum: Bug reports
- Topic: Shadows with dynamic lights
- Replies: 2
- Views: 2576
Re: Shadows with dynamic lights
just found this post (from 2006) by accident - is this meanwhile solved somehow?
- Thu Oct 22, 2015 11:13 am
- Forum: Beginners Help
- Topic: Visual Studio - Missing OGLES Headers
- Replies: 9
- Views: 1068
Re: Visual Studio - Missing OGLES Headers
Only a question out of curiosity:
Why did you (have to) change the name extGlUseProgram to irrGlUseProgram (to get it to compile) ?
Why did you (have to) change the name extGlUseProgram to irrGlUseProgram (to get it to compile) ?
- Wed Oct 21, 2015 9:28 am
- Forum: Beginners Help
- Topic: Visual Studio - Missing OGLES Headers
- Replies: 9
- Views: 1068
Re: Visual Studio - Missing OGLES Headers
I also have a problem with the latest trunk and gcc/MinGW:
In the new file COGLCoreCacheHandler.h the function call glUseProgram(programID)
seems not to be known to the compiler.
In the new file COGLCoreCacheHandler.h the function call glUseProgram(programID)
seems not to be known to the compiler.
- Fri Sep 25, 2015 8:36 am
- Forum: Bug reports
- Topic: [fixed]using IrrKlang with Tech Demo in trunk
- Replies: 2
- Views: 784
[fixed]using IrrKlang with Tech Demo in trunk
Hi, after the last changes in trunk the Irrlicht Tech Demo won't compile any longer IF Irrklang is used ( #define USE_IRRKLANG in CDemo.h ). IrrKlang-functions have a "const char *" as first parameter (e.g. play2D). so irrKlang->play2D( mediaPath + "IrrlichtTheme.ogg", true, fals...
- Mon Sep 14, 2015 3:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 1.8.3 released
- Replies: 6
- Views: 13031
Re: Irrlicht 1.8.3 released
I have a strange problem with GCC 5: With the option "-std=c++11" i get an error in aesGladman/sha2.cpp "error: narrowing conversion ..." at "const sha2_64t k512[80] = ...". With the option "std=c++03" it is only a warning. Strange is that with gcc4.9 and &quo...
- Sun Aug 23, 2015 8:15 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240245
Re: Finally, a DirectX 10 video driver for Irrlicht
Irrlicht still has to be "compilable" with Visual Studio 2008 ( or even less, i don't know ).
- Sat Aug 22, 2015 9:16 am
- Forum: Off-topic
- Topic: Irrlicht windowed without borders
- Replies: 6
- Views: 2498
Re: Irrlicht windowed without borders
Niko has an example for WxWidgets integration of Irrlicht on his webpage. VERY simple. I think the only problem was opening several windows and showing different views in it.
- Sat Aug 22, 2015 9:13 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240245
Re: Finally, a DirectX 10 video driver for Irrlicht
> Of course for multi-threading we need C++11. Good idea, but if you want to keep it "compatible" with a lower C++ version ( C++98, C++03 ) and you want to avoid Boost then you could take a small cross-platform multithreading library like TinyThread++ or ZThreads. TinyThread++ even tries t...
- Thu Aug 20, 2015 4:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Glext.h and Irrlicht 1.8.1
- Replies: 5
- Views: 1790
Re: Glext.h and Irrlicht 1.8.1
In case you don't know there is a tool "depends.exe" which shows all depending dlls. From the names (existend or missing) you can deduce the version. You don't have to install anything, just start depends.exe and open any .exe or .dll or drag and drop it into the window. The first time it ...
- Thu Aug 20, 2015 8:33 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240245
Re: Finally, a DirectX 10 video driver for Irrlicht
I would go for Vulkan ( and DX12 ). Metal and Mantle are too specific with Mantle already virtually "dead".
- Fri Aug 14, 2015 9:15 am
- Forum: Beginners Help
- Topic: move world around camera
- Replies: 21
- Views: 2282
Re: move world around camera
Granyte: is there a download for your "Planetary Engine"? Maybe a demo or alpha version. If it is so fantastic as it looks, you should write an article/paper about your mathematical/physical solutions. The problem of huge spaces and how to visualise them stresses EVERY grafics engine and c...
- Fri Aug 14, 2015 9:08 am
- Forum: Beginners Help
- Topic: move world around camera
- Replies: 21
- Views: 2282
Re: move world around camera
> I still not understeand why (and what you want to do).. do you have already a Idea? Yes - my idea is to FIRST understand what is POSSIBLE ( the "basics" so to say ). THEN i will know what is achievable for a game. Of course when i look at the "planetary engine" at "Granyte...
- Wed Aug 12, 2015 11:32 am
- Forum: Beginners Help
- Topic: move world around camera
- Replies: 21
- Views: 2282
Re: move world around camera
You can do
template < typename EXTERN_t, typename INTERN_t >
class Test
{
public:
Test( EXTERN_t extern );
private:
INTERN_t intern;
};
and then
typedef Test< f32, f64 > Testf;
and so on.
template < typename EXTERN_t, typename INTERN_t >
class Test
{
public:
Test( EXTERN_t extern );
private:
INTERN_t intern;
};
and then
typedef Test< f32, f64 > Testf;
and so on.
- Wed Aug 12, 2015 8:06 am
- Forum: Beginners Help
- Topic: move world around camera
- Replies: 21
- Views: 2282
Re: move world around camera
By the way - i have collected LOTS of articles about this problem. If you are interested, i can try to find the links and post them here. This one for example is a video that shows how they solved it in "Kerbal Space Program (made with Unity): https://www.youtube.com/watch?v=mXTxQko-JH0 It's a ...
- Tue Aug 11, 2015 7:10 am
- Forum: Beginners Help
- Topic: move world around camera
- Replies: 21
- Views: 2282
Re: move world around camera
NOW we are talking! Thanks to both of you. I always need a "quick start" to get going. Like planing holiday - i never know where to go, but if my girlfriend chooses the target, i do the rest, hehe. > 1 Universe scene node ( an empty scene node, its parent is still the root ^^) EXACTLY what...