Search found 22 matches

by caburfoot
Wed Apr 03, 2013 3:03 am
Forum: Advanced Help
Topic: Please ADD support for Luminance
Replies: 6
Views: 1247

Re: Please ADD support for Luminance

The PRIMARY issue, as appearently not everyone is considering the spectrum of application, is : Using a shader with YUV format buffers. Specifically, using 16 bit or FLOAT or other formats doesn't guarantee transposition of the U/V (it's averaged and calculated) As I said at the top, we'd LOVE to of...
by caburfoot
Sat Mar 30, 2013 5:28 pm
Forum: Advanced Help
Topic: Please ADD support for Luminance
Replies: 6
Views: 1247

Please ADD support for Luminance

We have a project with which we have had to modify IImage.h, COpenGLTexture.cpp and DX??Texture.cpp in Irrlich 1.7.2 and 1.7.3. We can adjust 1.8 so we can use DirectX but we can't figure out what needs to be done in 1.8 to use Luminance (8 bit) The changes we made in 1.7.3 were :    // In IImge.h l...
by caburfoot
Wed Mar 21, 2012 3:43 pm
Forum: Off-topic
Topic: [SOLVED] Irrlicht Bink Shader
Replies: 10
Views: 1935

Re: [SOLVED] Irrlicht Bink Shader

So HOW or where is the HOW TO upload patches? I've seen that the Irrlicht 1.7.3 was release WITHOUT the patches I submitted.

Thanks
by caburfoot
Sat Dec 10, 2011 6:30 pm
Forum: Advanced Help
Topic: [SOLVED] Release Material issue ?
Replies: 6
Views: 692

Re: Release Material issue ?

Well ( :oops: ), maybe I should have posted this to BeginnersHelp! Some idiot didn't EXPLICITLY set the S3DVertex colors and normals! So in the release build they appear to be randomly assigned, but in Debug they are set ( Color = 0xcd, 0xcd, 0xcd, 0xcd, Normal = 0,0,0) Thanks for the thoughts. You ...
by caburfoot
Fri Dec 09, 2011 5:30 pm
Forum: Advanced Help
Topic: [SOLVED] Release Material issue ?
Replies: 6
Views: 692

Re: Release Material issue ?

Oh, this is with the OpenGL driver. It's destined for 2d for a while. The pics are two shots - the upper one is the expected input with a debug build. I'm going to try making some release Irrlicht libs with different optimizations and see if that makes a diff Lighting IS off for both as don't won't ...
by caburfoot
Fri Dec 09, 2011 7:08 am
Forum: Advanced Help
Topic: [SOLVED] Release Material issue ?
Replies: 6
Views: 692

Re: Release Material issue ?

Realized that I didn't mention: On Windoze Irr 1.7.2 VS2010 Here's the mat initialization: mat.Wireframe = false; mat.Lighting = false; mat.FrontfaceCulling = false; mat.BackfaceCulling = true; mat.setFlag(irr::video::EMF_ZBUFFER, false); mat.AntiAliasing = video::EAAM_OFF; mat.MaterialType = video:...
by caburfoot
Fri Dec 09, 2011 12:49 am
Forum: Advanced Help
Topic: [SOLVED] Release Material issue ?
Replies: 6
Views: 692

[SOLVED] Release Material issue ?

I've been working with a class to draw 2d lines with images. The following is render from debug build of a 2d line image turning class I've built and the lower image is release build ( which is the desired). Have I forgotten to set something for the release build? The top image is the desired output...
by caburfoot
Sat Oct 15, 2011 1:43 pm
Forum: Advanced Help
Topic: RenderTarget and drawTriangleList
Replies: 2
Views: 394

Re: RenderTarget and drawTriangleList

Talking with one fellow indicated that it's rendered Mirrorred?
So we need to use UV at 1,1 to 0,0 instead of 0,0 to 1,1 ( 1,1; 1,0; 0,0;0,1 ) ??
I tried that an it vanished all together, but the Irrlicht logo is upside down ?

Come on you Irrlicht pros, educate us...
by caburfoot
Thu Oct 06, 2011 8:05 pm
Forum: Advanced Help
Topic: RenderTarget and drawTriangleList
Replies: 2
Views: 394

RenderTarget and drawTriangleList

I've been blithely working on our app with Irrlicht and added the ability to use IGuiFont. No problem. Then they wanted it to be a scaled window. No problem. Added in a rendertargettexture and if ( ! fullscreen ) rendertotexture then draw the render target. But NO, mirrored and REALLY messes with th...
by caburfoot
Thu Oct 06, 2011 6:27 pm
Forum: Off-topic
Topic: [SOLVED] Irrlicht Bink Shader
Replies: 10
Views: 1935

Re: [SOLVED] Irrlicht Bink Shader

I posted the .zip to the Irrlicht tracker. Do I need to re-submit that patch?
I've tried to search for ways to 'upload' to the forum, but external ftp (or similar to dropbox) seems to be the only solution
by caburfoot
Sat Oct 01, 2011 6:31 pm
Forum: Advanced Help
Topic: ComboBox Dropdown
Replies: 4
Views: 401

Re: ComboBox Dropdown

It's NOT a critical thing, all in all, but a corollary question:

How stable is a trunk build ( dev isn't it)?

Possible time time to 1.8?

If I've add a patch request to the tracker - how long before it can be considered/added ?

Thanks for the reply(s).
by caburfoot
Sat Oct 01, 2011 4:32 pm
Forum: Advanced Help
Topic: ComboBox Dropdown
Replies: 4
Views: 401

ComboBox Dropdown

What the heck controls the height of the IGuiCombobox dropdown height ???

Thanks
by caburfoot
Sat Oct 01, 2011 4:29 pm
Forum: Off-topic
Topic: [SOLVED] Irrlicht Bink Shader
Replies: 10
Views: 1935

[SOLVED] Irrlicht Bink Shader

Re: Irrlicht Bink Shader [SOLVED] by caburfoot » Fri Sep 16, 2011 7:00 pm Well, the Lord works in mysterious ways. He sent the right guy. devsh and I chatted and he bid about $75 bucks to get the original OpenGL example working and fix the GL shader issue with Irrlicht. The two primary issues were t...
by caburfoot
Thu Sep 22, 2011 2:50 am
Forum: Advanced Help
Topic: Cannot Solve
Replies: 1
Views: 279

Cannot Solve

Tried everyway I know how to mark the topic Irrlicht Bink Shader as solved - always internal server error.

What to do?
by caburfoot
Sat Sep 17, 2011 1:00 am
Forum: Advanced Help
Topic: Irrlicht Bink Shader
Replies: 13
Views: 3398

Re: Irrlicht Bink Shader [SOLVED]

Well, the Lord works in mysterious ways. He sent the right guy. devsh and I chatted and he bid about $75 bucks to get the original OpenGL example working and fix the GL shader issue with Irrlicht. The two primary issues were that the binks weren't power of two causing buffer shifts and that Irrlicht...