Search found 22 matches
- 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...
- 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...
- 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
Thanks
- 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 ...
- 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 ...
- 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:...
- 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...
- 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...
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...
- 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...
- 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
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
- 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).
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).
- 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
Thanks
- 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...
- 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?
What to do?
- 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...