Search found 21 matches
- 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...
- 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...
- 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...
- 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.
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.
- Fri Apr 20, 2012 5:59 pm
- Forum: Code Snippets
- Topic: irr_ptr
- Replies: 11
- Views: 3066
Re: irr_ptr
Well, I think I was the first one, so don't blame me for another one.REDDemon wrote:I'm guessing how many irr_ptr will be posted in future
- 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
Just in case people don't know how to fix it, I fixed it. New version uploaded.
http://pastebin.com/NjiEaHA3
- 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?
Strange that there are no comments yet, still working on it?
- 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.
2. Using macros as a replacement for functions is a bad idea.
- 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...
- 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).
Thats it.pacman -S codeblocks
- 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...
- 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;
But thanks.
- 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...
- 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
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
- 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?
Uhhh, so I probably won't be able to do that for the next while.hendu wrote:Shader
No other way to achieve that?