Search found 28 matches

by JVr
Sun Jul 01, 2012 5:58 pm
Forum: Code Snippets
Topic: Neverwinter MDL mesh file loader
Replies: 0
Views: 1551

Neverwinter MDL mesh file loader

Well there is a huge source of models http://nwvault.ign.com/ containing a lot of work from lot of people (word-builders of old neverwinter nights 1 RPG game) Actually theese models are not that easy to handle but I've made a support for loading them in Irrlicht. Well MDL files are pretty complex co...
by JVr
Tue Jan 17, 2012 5:31 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Code a bit bugfixed (while I'm using it, I've found few minor bugs) - links to current version in the first post.
by JVr
Thu Jan 12, 2012 8:37 am
Forum: Code Snippets
Topic: Camera for RPG
Replies: 8
Views: 3476

Re: Camera for RPG

ye
by JVr
Thu Jan 12, 2012 1:09 am
Forum: Code Snippets
Topic: Camera for RPG
Replies: 8
Views: 3476

Camera for RPG

Ok there's real working modern RPG camera done through animator - same way as FPS and Maya camera: [maybe I overlooked it's somewere here but I guees.. if it would be here. Irrlicht developers would already add it to irrlicht] (Animator source) http://www.mediafire.com/?em3b9apzzlymois or direct htt...
by JVr
Thu Dec 15, 2011 12:21 pm
Forum: Bug reports
Topic: SSkinnedMeshBuffer append methods are empty
Replies: 1
Views: 368

Re: SSkinnedMeshBuffer append methods are empty

I've got similar problem http://irrlicht.sourceforge.net/forum/v ... =7&t=45295 not solved unfortunately :)
by JVr
Thu Dec 15, 2011 12:08 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

http://danpburke.blogspot.com/2011/03/opengl-vertex-buffer-objects.html I've found nice blog about doing OpenGL skinning.. However well.. I was looking inside COpenGLDriver and did not found the way how to do it for harware stored buffers since I need to add them atrributes using something like glV...
by JVr
Sat Dec 10, 2011 5:40 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Oki one more test dunno if ideal but just for ya :P I added used dwarf but not the one from irrlicht but I used the original from psionic... "dwarf2.b3d" I've made 30 dwarfs all visible all with different animation frame loop and some with different animation speed. (well dwarf is not so i...
by JVr
Thu Dec 08, 2011 2:25 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

OK, but your meshes are so small that it is difficult to see any gain. That is why general scene handling and rendering take up so much time. Particularly if you want to use hardware skinning, it really is worth putting a large (or a large number of) mesh(es) in the scene. Give me link to some file...
by JVr
Thu Dec 08, 2011 9:50 am
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Have you actually tried using the OpenGL renderer, say? Well to see how the scene looks like I did, however for tests I used NULL driver! (how would you exect I'd get 2k+ FPS with openGL? :P You have four skinned models sharing the same mesh, so it would be interesting to see if they each have thei...
by JVr
Wed Dec 07, 2011 10:37 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Maybe we should have asked you earlier: what are you system specs I guess it's somewere up there but I'm programming on my notebook VAIO VGN-SZ460N (its 2GHz core 2 Duo CPU with Intel integrated i945GM) I may use Nvidia graph card too but I'm saving power :) [Linux Mint 12] Ok hope I've finished de...
by JVr
Mon Dec 05, 2011 8:29 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

It might be more economical to improve the current irrlicht implementations rather than replacing them entirely at this point in time (unless the irrlicht devs feel otherwise). Ofc that this is your choice but I decided to make it as fork coz it was a pretty big problem to change SkinMesh somehow w...
by JVr
Mon Dec 05, 2011 6:50 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Well I was thinking much more about implementation and testing and I've found some problems that I've of course solved :twisted:.. ok not all but let's see the progress on this piece of code so.. Animated Mesh loaded from file contain: Joints (actually names of bones used later for Mesh organization...
by JVr
Sat Dec 03, 2011 1:34 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 11
Views: 3066

Re: irr_ptr

There is something to do this in irrlicht -
http://irrlicht.sourceforge.net/docu/cl ... unted.html
I'm not sure i your class differ so much maybe do it as an extension to IReferenceCounted
by JVr
Thu Dec 01, 2011 5:00 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

I'm trying to get my head around where the processing speed gains are coming from, because usually uploading attributes per vertex (weights and IDs) to a shader is faster as far as rendering goes so your method is likely to backfire as soon as you try GPU skinning, even though currently it seems fa...
by JVr
Thu Dec 01, 2011 1:14 pm
Forum: Code Snippets
Topic: JointMesh
Replies: 34
Views: 9661

Re: JointMesh

Those are numbers we can work with :D How much optimization do you think can be applied to this? You're almost getting a 1 ms speed increase which can result in a significant speed increase in crowded scenes, but even more would be better of course I'd be interested to see where you could go with t...