Search found 269 matches
- 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.
- 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...
- 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.
- 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 ).
- 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 ...
- 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...
- 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...
- 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...
- 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.
Even better would be to integrate it into the cmake script, so e.g. compiler settings would be consistent.
- 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?
http://www.ogre3d.org/tikiwiki/SceneManagersFAQ
So you say Irrlicht has the easiest to use and most "generic" solution?
- 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...
- 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...
- 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...
- 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.
In my opinion it could be used for volumetric fog, but i am not sure.
- 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.