Search found 1125 matches

by robmar
Wed Nov 21, 2018 9:58 am
Forum: Project Announcements
Topic: Irrlicht i18n (Unicode, FreeType, etc.)
Replies: 176
Views: 110905

Re: Irrlicht i18n (Unicode, FreeType, etc.)

On Windows 10 loadiing TTF files from Windows\Fonts requires special permissions, I´ve had a search but can't see how this is done with Irrlicht? I can copy the TTF files to another directory but that would be a bodge.
by robmar
Mon Nov 19, 2018 10:22 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6930

Re: DX11 support showing on Wikipedia

@masm32 Yes I agree, I think the stencil buffers can be optional if only needed for shadows, that method is really too slow for any real use IMO. Hardware meshes are supported previously, is that not running in DX11? Skinned h/W meshes... are partial updates to mesh buffers in GPU memory supported u...
by robmar
Thu Nov 15, 2018 1:01 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6930

Re: DX11 support showing on Wikipedia

I could do the shader work... both HLSL and GLSL.
Just need CuteAlien to say he wants to manage us :)
by robmar
Tue Oct 16, 2018 11:45 am
Forum: Advanced Help
Topic: Unresolved externals splitting SMaterial.h
Replies: 6
Views: 1668

Re: Unresolved externals splitting SMaterial.h

Thanks for the tip! I just saw that irrAllocator is to handle memory allocation "across all dll boundaries", so that would be what was needed! Good for future ref! Anyway, I added new functions to IVideoDriver and the rest, such as newMaterial(), deleteMaterial(), CopyStringtoMaterial()-wh...
by robmar
Mon Oct 15, 2018 2:13 pm
Forum: Advanced Help
Topic: Unresolved externals splitting SMaterial.h
Replies: 6
Views: 1668

Re: Unresolved externals splitting SMaterial.h

Sorry, I got that backwards, I'm using Irrlicht as a standard dll, with a statically linked MFC application. My problem started when I added two variables to SMaterial, to hold the texture filename and bump filename, set during mesh loading. To reduce memory, I added to simple array pointers: c8* pT...
by robmar
Mon Oct 15, 2018 10:04 am
Forum: Advanced Help
Topic: Unresolved externals splitting SMaterial.h
Replies: 6
Views: 1668

Re: Unresolved externals splitting SMaterial.h

Hi, thanks for the reply. Everything linked perfectly in my MFC app until I added SMaterial.cpp to Irrlich, and moved some of the functions defined in SMaterial.h to it's new .cpp. Absolutely everything compiles correctly, but I get unresolved externals at link time of my MFC app. There isn´t a link...
by robmar
Mon Oct 15, 2018 8:56 am
Forum: Advanced Help
Topic: Unresolved externals splitting SMaterial.h
Replies: 6
Views: 1668

Unresolved externals splitting SMaterial.h

Its been a long time since I had a problem I couldn't seem to fix, so thought I'd ask for help! I use Irrlicht as a normal DLL, driving it from a staticallt linked MFC application, however recently I added functions to SMaterial.h that use new and delete[]. The problem is that calls within Irrlicht ...
by robmar
Thu Apr 19, 2018 6:27 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6930

Re: DX11 support showing on Wikipedia

I think the next step should be to integrate bGFX, at least that way Irrlicht driver support could be offloaded to another team.
by robmar
Wed Apr 18, 2018 5:02 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6930

Re: DX11 support showing on Wikipedia

Good to know CuteAlien

Masm32: is irrlcht_extendexvdx11 good? And what about vGFX, did you try it?
by robmar
Mon Apr 16, 2018 3:52 pm
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

I did, ran memcpy across multiple cores and the speed improvement was dramatic on large memory transfers. I read that modern cores have independent memory channels, so transfer rates boost well.
by robmar
Mon Apr 16, 2018 10:38 am
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

Of course, just an idea, as would be an easy boost to employ
by robmar
Mon Apr 16, 2018 5:44 am
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

In the copy in iarray, can't parallel_for be used if the array is larger than a few hundred elements, get those other core working?
by robmar
Mon Apr 16, 2018 12:03 am
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

Fine if your meshes are small.

Why create another triangle buffer at all, the indices could index directly into the smesh buffers, just add a word in the indices array to indicate sub buffer.
by robmar
Sun Apr 15, 2018 11:05 pm
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

Also reallocate copies all the old and redundant data very inefficiently, whereas clear and set are much faster. Look at reallocate: //! Reallocates the array, make it bigger or smaller. /** \param new_size New size of array. */ 00063 void reallocate(u32 new_size) { T* old_data = data; data = alloca...
by robmar
Sun Apr 15, 2018 10:58 pm
Forum: Advanced Help
Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
Replies: 45
Views: 6998

Re: Updated COctreeSceneNode class for Irrlicht 1.7.3

But the array becomes massive consuming more memory than needed, and for large meshes even exhausting all available memory.