Search found 269 matches

by AReichl
Mon Mar 19, 2018 11:20 am
Forum: Open Discussion and Dev Announcements
Topic: DirectX 12 Ever?
Replies: 16
Views: 7352

Re: DirectX 12 Ever?

> I'm completely at a loss as to why would someone compile on windows with MinGW Earning my money with writing portable programs. And MinGW is closer to standard C++ ( C++11,14,17,...). And i like Codeblocks ( because of the WxWidgets designer ) and Eclipse ( i am using Cevelop, which is the better ...
by AReichl
Fri Mar 16, 2018 9:42 am
Forum: Open Discussion and Dev Announcements
Topic: DirectX 12 Ever?
Replies: 16
Views: 7352

Re: DirectX 12 Ever?

Would like to try, but cannot compile it ( Windows; Visual Studio; MinGW ).
by AReichl
Wed Mar 14, 2018 9:50 am
Forum: Open Discussion and Dev Announcements
Topic: DirectX 12 Ever?
Replies: 16
Views: 7352

Re: DirectX 12 Ever?

I don't want to reheat an old discussion, but i would go "all in" with ONLY OpenGL and everything around it ( Vulkan, SPIR-V [ openCL, GLSL ] ). I know it's against the principle of Irrlicht, but maintaining different drivers is insane for such a small team. Let's make a final version 1.9 ...
by AReichl
Tue Mar 13, 2018 9:06 am
Forum: Game Programming
Topic: Opinion - Should createDevice throw when returning null?
Replies: 13
Views: 4200

Re: Opinion - Should createDevice throw when returning null?

> Exceptions add overhead, which is often unacceptable. "Overhead" in C++ is less "overhead" than in other languages (where sometimes you HAVE to use exceptions, and no one is complaining). And with newer compilers the overhead is only there when the situation arises (meaning an ...
by AReichl
Wed Jan 10, 2018 8:32 am
Forum: Bug reports
Topic: Irrlicht unit tests
Replies: 57
Views: 16300

Re: Irrlicht unit tests

Last time i run the tests, i had a difference between DirectX and OpenGL in some of them. Also one test was different when compiling with VisualStudio or MinGW ( all on Windows ). I think i solved some differences by adding a compiler flag for MinGW, but i have to check again. I could repeat them an...
by AReichl
Sat Nov 04, 2017 3:43 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7059

Re: DX11 support showing on Wikipedia

> So currently shader branch is without maintainer. That was announced some time ago. > ... started his own implementation. Independent fork or will it be a new Irrlicht version ( let's say 2.0 ) ? If so, then the shader branch does not have to be maintained any more. See it as an intermediate step ...
by AReichl
Thu Nov 02, 2017 2:54 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7059

Re: DX11 support showing on Wikipedia

> Or last week I offered someone to take over maintenance of shader-branch
Shouldn't Nadro continue? - Is he still alive?

> how do we get a PBR pipeline supported which works well with current other tools like Blender
YES!!!
by AReichl
Thu Nov 02, 2017 11:08 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7059

Re: DX11 support showing on Wikipedia

Ahem - i was too fast. Some demo programs don't start and others look different. So probably some more work to do.
by AReichl
Thu Nov 02, 2017 10:52 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7059

Re: DX11 support showing on Wikipedia

Seems to work! I had to make some changes ( e.g. add case video::EDT_DIRECT3D11: in IrrlichtDevice.h and change enum order in EDriverTypes.h !!! ) and "tweak" the solution and project files a little. If you are interested, i could post/send MY changes. This looks so easy, that CuteAlien re...
by AReichl
Tue Sep 05, 2017 8:09 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7059

Re: DX11 support showing on Wikipedia

I also like to compare engines ( why no one mentiones "Open Scene Graph" or "Delta3D" ? ), but in the end my focus always switches back to Irrlicht. My experience in life is that it is better to concentrate on few things ( e.g. a programming tool or a library ), learn it and stay...
by AReichl
Fri Aug 04, 2017 8:21 am
Forum: Bug reports
Topic: about new driverChoice.h
Replies: 2
Views: 1029

Re: about new driverChoice.h

It behaves differently between VisualStudio and gcc/MinGW. I will try to figure it out.
Ignore it until i report again ( hopefully with a solution ).
by AReichl
Thu Aug 03, 2017 9:12 am
Forum: Bug reports
Topic: about new driverChoice.h
Replies: 2
Views: 1029

about new driverChoice.h

Hi, this probably is not really a bug, but i would like to mention it. With the new driverChoice.h, which only shows drivers that are actually compiled into the engine, i don't see DirectX9 any more ( with gcc/MinGW ), unless i #define IRR_COMPILE_WITH_DX9_DEV_PACK ( and maybe also NO_IRR_COMPILE_WI...
by AReichl
Thu Apr 27, 2017 7:56 am
Forum: Everything 2d/3d Graphics
Topic: Merging JPEGS without recompression
Replies: 7
Views: 3449

Re: Merging JPEGS without recompression

I have done jpeg saving without loss.
I used the FreeImage library and upon saving the parameter JPEG_SUBSAMPLING_444.
Probably this does not help you; i only mention it, because i was surprised myself that
is is possible with jpeg.
by AReichl
Mon Apr 24, 2017 1:30 pm
Forum: Bug reports
Topic: [fixed]one _IRR_OVERRIDE_ too much
Replies: 1
Views: 912

[fixed]one _IRR_OVERRIDE_ too much

Hi,

in CBillboardSceneNode.cpp behind function

const core::aabbox3d<f32>& CBillboardSceneNode::getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) _IRR_OVERRIDE_

the _IRR_OVERRIDE_ is too much.

It belongs into the header file(s) and there you already have it.
by AReichl
Wed Apr 05, 2017 1:13 pm
Forum: Bug reports
Topic: Irrlicht unit tests
Replies: 57
Views: 16300

Re: Irrlicht unit tests

Found something in "testUtils.cpp": #if defined(_MSC_VER) should be #if defined(_MSC_VER) || defined(_IRR_WINDOWS_API_) and it should be placed BEHIND #include "testUtils.h" // + Irrlicht.h with _IRR_WINDOWS_API_ And because #define TESTING_ON_WINDOWS is only used locally once, w...