Search found 21 matches

by Ethon
Tue May 22, 2012 4:50 pm
Forum: Beginners Help
Topic: Ogre3D or Irrlicht ?
Replies: 30
Views: 7593

Re: Ogre3D or Irrlicht ?

If I remember correctly the MeshCache still uses an array and a binary search instead of a RB-Tree/Hashtable, right? Yes, but I have provided a patch to that effect over a year ago ;) You can find it in the open discussions forum if you're interested. As you can probably guess, using a Red-Black tr...
by Ethon
Tue May 22, 2012 2:39 pm
Forum: Beginners Help
Topic: Ogre3D or Irrlicht ?
Replies: 30
Views: 7593

Re: Ogre3D or Irrlicht ?

And while I would like to see more people working in svn, there is one thing even worse than more people working - that is the wrong people working on it. The reason for that is that recovering from wrong decisions takes way longer (and is very frustrating) than writing any feature. Are there plans...
by Ethon
Tue May 22, 2012 11:23 am
Forum: Beginners Help
Topic: Ogre3D or Irrlicht ?
Replies: 30
Views: 7593

Re: Ogre3D or Irrlicht ?

@Ethon, not using STL is great it means it works only with what it needs! Nope. Every major C++ compiler has a good STL-implementation today and ships it by default. Irrlicht reinvents the wheel and consists of many container/algorithm implementations which are less efficient than the STL counterpa...
by Ethon
Tue May 22, 2012 10:35 am
Forum: Beginners Help
Topic: Ogre3D or Irrlicht ?
Replies: 30
Views: 7593

Re: Ogre3D or Irrlicht ?

Ogre has the advantage that its codebase is very clean and the developers make an intelligent use of verious design patterns.
Irrlicht is often pretty dirty and not using the STL makes it even worse. But well it, Irrlicht is easy to use and does its job.
by Ethon
Fri Apr 20, 2012 5:59 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 11
Views: 3066

Re: irr_ptr

REDDemon wrote:I'm guessing how many irr_ptr will be posted in future :)
Well, I think I was the first one, so don't blame me for another one. ;)
by Ethon
Sun Apr 08, 2012 3:53 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 11
Views: 3066

Re: irr_ptr

Yeah, I know. ;)

Just in case people don't know how to fix it, I fixed it. New version uploaded.

http://pastebin.com/NjiEaHA3
by Ethon
Sun Apr 08, 2012 3:36 pm
Forum: Project Announcements
Topic: OpenGL 3.x Video Driver for Irrlicht
Replies: 2
Views: 4179

Re: OpenGL 3.x Video Driver for Irrlicht

Found that via Google. :)
Strange that there are no comments yet, still working on it?
by Ethon
Wed Mar 14, 2012 2:33 pm
Forum: Code Snippets
Topic: AutoPtr
Replies: 18
Views: 3582

Re: AutoPtr

1. I miss move semantics.
2. Using macros as a replacement for functions is a bad idea.
by Ethon
Thu Mar 01, 2012 10:03 am
Forum: Code Snippets
Topic: Killing reference counted objects
Replies: 31
Views: 8119

Re: Killing reference counted objects

All that stuff should be done by using RAII. Imho its horrible that users are responsible to drop the object, reference counting is better done with smart-pointers like std::shared_ptr/boost::shared_ptr. That is a guarantee to avoid memory leaks and it has absolutly no overhead compared to calling d...
by Ethon
Sun Feb 26, 2012 1:35 am
Forum: Beginners Help
Topic: Generate a make file from a Codeblocks project
Replies: 5
Views: 1526

Re: Generate a make file from a Codeblocks project

CuteAlien wrote:and additionally you could probably get CodeBlocks running in ArchLinux I guess (although I never tried that one).
pacman -S codeblocks
Thats it.
by Ethon
Sat Feb 25, 2012 9:12 pm
Forum: Beginners Help
Topic: Strategy for background loading
Replies: 2
Views: 357

Strategy for background loading

Hi, I searched for some time and I didn't find much information about this. Two things: 1. I know that Irrlicht ist not threadsafe. 2. But I still want background loading. Texture Loading: The image loaders should be threadsafe, as they do no chaching. So I could load an IImage in a second thread an...
by Ethon
Sat Feb 25, 2012 8:08 pm
Forum: Beginners Help
Topic: Redirect Irrlicht log output
Replies: 4
Views: 478

Re: Redirect Irrlicht log output

Code: Select all

// Only catch log events.
if(event.EventType == irr::EET_LOG_TEXT_EVENT)
    return false;
Head -> Desk. No wonder all log events went through. :oops:

But thanks. :D
by Ethon
Sat Feb 25, 2012 7:15 pm
Forum: Beginners Help
Topic: Redirect Irrlicht log output
Replies: 4
Views: 478

Re: Redirect Irrlicht log output

Thanks, but at least this Irrlicht Engine version 1.7.2 Linux 3.0.0-16-generic #28-Ubuntu SMP Fri Jan 27 17:44:39 UTC 2012 x86_64 Creating X window... Visual chosen: : 39 Using renderer: OpenGL 4.1.0 GeForce GTX 550 Ti/PCI/SSE2: NVIDIA Corporation OpenGL driver version is 1.2 or better. GLSL version...
by Ethon
Sat Feb 25, 2012 6:05 pm
Forum: Beginners Help
Topic: Redirect Irrlicht log output
Replies: 4
Views: 478

Redirect Irrlicht log output

Hi,
I am using my own logging and Irrlicht logging on its own is very annoying.
I know that I can fetch log events via the IEventReceiver, but how to stop Irrlicht from writing to stdout?

Thanks,
Ethon
by Ethon
Sun Dec 04, 2011 2:52 pm
Forum: Beginners Help
Topic: How to load huge scenes?
Replies: 11
Views: 664

Re: How to load huge scenes?

hendu wrote:Shader ;)
Uhhh, so I probably won't be able to do that for the next while. ;)
No other way to achieve that?