Search found 269 matches

by AReichl
Fri Aug 05, 2016 7:54 am
Forum: Beginners Help
Topic: Fused mesh after export from 3DSMax
Replies: 5
Views: 902

Re: Fused mesh after export from 3DSMax

It's only because of the picture of your avatar - evolution forces us to be friendly to such a nice guy.
by AReichl
Wed Jul 06, 2016 7:08 am
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 139859

Re: The latest SVN bugs thread

I just tried static lib with Visual Studio 2015 AND gcc/MinGW - both compiled fine ( i normally use Irrlicht as a dll ). Now we have to fiddle with the settings to see what's different on both our computers. Can be anything. By the way - UNICODE has to be set in the compiler options, not in a header...
by AReichl
Tue Jul 05, 2016 11:25 am
Forum: Code Snippets
Topic: 32 Bit OBJ File reading
Replies: 9
Views: 4731

Re: 32 Bit OBJ File reading

I once had changed the .stl loader to SWITCH to a 32-bit buffer if the number of loaded vertices was bigger than 65000.
by AReichl
Fri Jun 24, 2016 8:40 am
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 139859

Re: The latest SVN bugs thread

To be on the safe side of life, you should set UNICODE and _UNICODE ( one is used in the headers and the other one in the runtime ).
by AReichl
Sat Jun 18, 2016 11:20 am
Forum: Everything 2d/3d Graphics
Topic: Wallpaper
Replies: 17
Views: 7884

Re: Wallpaper

> 4x slower than other engines Wow! > forces an API which structures your code into a slow path unless you fight it Fight it how? Could we all use "tricks" on the application level to make things faster, or are you speaking of deeply internal changes to Irrlicht ( which you and others are ...
by AReichl
Wed Jun 15, 2016 8:00 am
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19009

Re: Implementing BGFX as a driver...

Hi christianclavet, my question is out of topic, but ... I saw you on the Urho3D forum, so you have some experience with it ( i only compiled the library and samples and played around with the scripts a little bit ). Let's ignore the rendering features for now ( Irrlicht will have more features in t...
by AReichl
Tue Jun 07, 2016 7:43 am
Forum: Project Announcements
Topic: irrBullet 0.2.0
Replies: 39
Views: 14913

Re: irrBullet 0.2.0

It's not only the vecicle example, but all examples that do not compile. If i create the example projects "by hand" everything works fine. So probably it' a problem with my cmake version or my compiler or whatever ( cmake 3.4.3, gcc/MinGW 5.3.0 ). I will try to look into the cmake build sc...
by AReichl
Wed Jun 01, 2016 8:00 am
Forum: Project Announcements
Topic: irrBullet 0.2.0
Replies: 39
Views: 14913

Re: irrBullet 0.2.0

Just tried gcc/MinGW under Windows. Generating project files ( for CodeBlocks ) with cmake worked, but compilation failed. IrrBullet itself could be created ( which is the most important ), but not the samples because of problems with the makefiles. I think i will create each sample project "by...
by AReichl
Wed Jun 01, 2016 6:44 am
Forum: Project Announcements
Topic: irrBullet 0.2.0
Replies: 39
Views: 14913

Re: irrBullet 0.2.0

It would be nice if you also could provide the right Bullet version together with IrrBullet (other projects sometimes provide all external libraries necessary for compiling).
Even better would be to integrate it into the cmake script, so e.g. compiler settings would be consistent.
by AReichl
Sun May 22, 2016 11:13 am
Forum: Beginners Help
Topic: BSP, Octree
Replies: 26
Views: 3226

Re: BSP, Octree

I only asked because i saw that Urho3D uses Octree as fefault and with Ogre you can choose the method, see
http://www.ogre3d.org/tikiwiki/SceneManagersFAQ

So you say Irrlicht has the easiest to use and most "generic" solution?
by AReichl
Fri May 20, 2016 11:38 am
Forum: Beginners Help
Topic: BSP, Octree
Replies: 26
Views: 3226

BSP, Octree

Hi, probably a silly question, but why are Quake .bsp files loaded as OctreeSceneNodes? Of course the obvious answer is SPEED, but why? The files are already "optimized" as BSP ( hence the ending .bsp ) and should be loaded as such. If octree scene management is such an advantage, then why...
by AReichl
Tue May 10, 2016 8:33 am
Forum: Project Announcements
Topic: irrBullet 0.2.0
Replies: 39
Views: 14913

Re: irrBullet 2.0

With "double" i mean the C/C++ type 'double' ( instead of type 'float' ). You can compile Bullet with 'double' support, meaning all internal calculations are done with type 'double'. This should help to solve some precision problems. But let's forget this point, because for HUGE dimensions...
by AReichl
Mon May 09, 2016 7:21 am
Forum: Project Announcements
Topic: irrBullet 0.2.0
Replies: 39
Views: 14913

Re: irrBullet 2.0

Yeehaa! I have a small wishlist for IrrBullet: 1) moving the point of world-origin ( i think Bullet has a funktion for that ). 2) compile Bullet ( and IrrBullet ) with double-support ( i know i know - evryone tells me that it does not make sense, because the final grafics stage is still working with...
by AReichl
Tue Mar 22, 2016 8:05 am
Forum: Everything 2d/3d Graphics
Topic: VOLUMIC & REALISTIC cloud system
Replies: 7
Views: 4628

Re: VOLUMIC & REALISTIC cloud system

Yes, but you cannot fly THROUGH it. What we have here is VOLUMETRIC clouds.
In my opinion it could be used for volumetric fog, but i am not sure.
by AReichl
Sun Mar 20, 2016 10:25 am
Forum: Beginners Help
Topic: Question about the RootSceneNode
Replies: 3
Views: 680

Re: Question about the RootSceneNode

Due to multiple inheritance i assume ISceneNode.