Hello,
First of all nice work @devsh, this fork looks very promising :)
I was able to fix the build in VS 2017, all i needed to do were two things:
1. The VS-project still has files listed in it which are not existing anymore, an example is the gui stuff which has been removed. So i removed all ...
Search found 37 matches
- Tue Jan 09, 2018 9:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 186566
- Tue Apr 11, 2017 10:47 am
- Forum: Open Discussion and Dev Announcements
- Topic: Proper instancing support
- Replies: 25
- Views: 11078
Re: Proper instancing support
Hello together,
Sorry to necro an old thread but unfortunately i got a problem with the Hardware instancing or i am doing something quite wrong. It seem to be impossible to do some RTTing on the instanced node. As soon as i apply the render target texture to the material of my node i am getting a ...
Sorry to necro an old thread but unfortunately i got a problem with the Hardware instancing or i am doing something quite wrong. It seem to be impossible to do some RTTing on the instanced node. As soon as i apply the render target texture to the material of my node i am getting a ...
- Fri May 27, 2016 1:18 am
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
Besides, here is the diagram of my project, which means that about 700 tiles are loaded, and unloaded:
MB
687.8 ...
MB
687.8 ...
- Fri May 27, 2016 12:55 am
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
Thanks for the advice hendu, i didn't knew massif. :oops:
I did some runs with it over the little example i posted, and for the sake of simplicity i took away the two or three lines about gui stuff.
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using ...
I did some runs with it over the little example i posted, and for the sake of simplicity i took away the two or three lines about gui stuff.
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using ...
- Thu May 26, 2016 5:05 pm
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
@hendu: Well, valgrind reports nothing at all since the memory is released on the ending of my game, resp. after device->drop. The problem i have, is that the memory never gets released before, resp. during the game. So, if my game is running it keeps using more and more ram over time.
- Thu May 26, 2016 4:47 pm
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
I thought if i use removeHardwareBuffer() i would free the hardware buffers explicitly and therefore immediately, or not?..., in this thread: http://irrlicht.sourceforge.net/forum/v ... er#p277288, it is told so.
- Thu May 26, 2016 1:29 pm
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
Some additional information: I use Ubuntu 16.04, GCC 4.9.0, and stock Irrlicht 1.8.3
- Thu May 26, 2016 1:16 pm
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Re: Bug? Memory release depends on some order !?
Thanks for your reply CuteAlien.
Besides, in the example i used animated meshes but it also applies for static meshes...
Anyway, i think i need to provide some more details...
I am hunting a sort of memory leak in my project which is quite hard to detect and which unfortunately is really big ...
Besides, in the example i used animated meshes but it also applies for static meshes...
Anyway, i think i need to provide some more details...
I am hunting a sort of memory leak in my project which is quite hard to detect and which unfortunately is really big ...
- Wed May 25, 2016 7:08 pm
- Forum: Advanced Help
- Topic: Bug? Memory release depends on some order !?
- Replies: 11
- Views: 2069
Bug? Memory release depends on some order !?
Hello,
First of all i am not sure if am experiencing a bug here or not. If not, i apologize for the wrong blame...
As it seems, the memory is not completely freed when scene nodes and their meshes are not released in the reverse order of creation. I made a small testprogram to reproduce this ...
First of all i am not sure if am experiencing a bug here or not. If not, i apologize for the wrong blame...
As it seems, the memory is not completely freed when scene nodes and their meshes are not released in the reverse order of creation. I made a small testprogram to reproduce this ...
- Thu Apr 28, 2016 9:02 am
- Forum: Advanced Help
- Topic: Weird Problems with GCC 5 and Irrlicht
- Replies: 0
- Views: 1310
Weird Problems with GCC 5 and Irrlicht
Hello,
I am having a very weird problem, which is probably related to irrlicht and GCC 5.3.1:
My Application is only crashing on the first line of code when it is built with GCC 5.3.1 and uses both Irrlicht 1.8.3 and bullet 2.83.7 which themselves are also built with this compiler. It works ...
I am having a very weird problem, which is probably related to irrlicht and GCC 5.3.1:
My Application is only crashing on the first line of code when it is built with GCC 5.3.1 and uses both Irrlicht 1.8.3 and bullet 2.83.7 which themselves are also built with this compiler. It works ...
- Sun Jan 31, 2016 5:05 pm
- Forum: Advanced Help
- Topic: DXT Texture compression and texture arrays [SOLVED]
- Replies: 8
- Views: 4194
Re: DXT Texture compression and texture arrays
I finally made it work :D
I'll explain the changes here, and make a patch for it later.
COpenGLTexture::uploadTexture
if (newTexture)
{
...
}
else
{
if (IsCompressed)
{
if(ColorFormat == ECF_DXT1)
compressedDataSize = ((image->getDimension().Width + 3) / 4) * ((image->getDimension ...
I'll explain the changes here, and make a patch for it later.
COpenGLTexture::uploadTexture
if (newTexture)
{
...
}
else
{
if (IsCompressed)
{
if(ColorFormat == ECF_DXT1)
compressedDataSize = ((image->getDimension().Width + 3) / 4) * ((image->getDimension ...
- Fri Sep 04, 2015 10:17 pm
- Forum: Advanced Help
- Topic: DXT Texture compression and texture arrays [SOLVED]
- Replies: 8
- Views: 4194
Re: DXT Texture compression and texture arrays
Ok, i think i am one little step further in understanding things now but it is still not working at the moment... I came up with the following changes after reading about glCompressedTexImage3D and glCompressedTexSubImage3D. I just put the functions lock and unlock back to their original state, e.g ...
- Fri Sep 04, 2015 12:13 pm
- Forum: Advanced Help
- Topic: DXT Texture compression and texture arrays [SOLVED]
- Replies: 8
- Views: 4194
Re: DXT Texture compression and texture arrays
Thx again hendu. I tried to do this the following way, but now it's crashing because the image pointer is NULL:
void* COpenGLTexture::lock(E_TEXTURE_LOCK_MODE mode, u32 mipmapLevel)
{
IImage* image = (mipmapLevel==0)?Image:MipImage;
if (IsCompressed)
return image->lock();
....
void ...
void* COpenGLTexture::lock(E_TEXTURE_LOCK_MODE mode, u32 mipmapLevel)
{
IImage* image = (mipmapLevel==0)?Image:MipImage;
if (IsCompressed)
return image->lock();
....
void ...
- Thu Sep 03, 2015 10:40 pm
- Forum: Advanced Help
- Topic: DXT Texture compression and texture arrays [SOLVED]
- Replies: 8
- Views: 4194
Re: DXT Texture compression and texture arrays
Thanks for the answers.
@Vectrotek: I will keep this in mind when i am searching for information. Regarding my black textures issue i am not persuaded that it's a fundamental driver problem. As far as i know it is possible that this sort of problems are related to texture binding which is done in ...
@Vectrotek: I will keep this in mind when i am searching for information. Regarding my black textures issue i am not persuaded that it's a fundamental driver problem. As far as i know it is possible that this sort of problems are related to texture binding which is done in ...
- Wed Sep 02, 2015 7:38 pm
- Forum: Advanced Help
- Topic: DXT Texture compression and texture arrays [SOLVED]
- Replies: 8
- Views: 4194
Re: DXT Texture compression and texture arrays
Hmm, i think i see where the problem could be related to. I am passing a tmp array, which probably gets the image data, but nothing is done afterwards with it... I tried to pass NULL instead, but to no avail.
if (IsCompressed) {
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, InternalFormat, w, h ...
if (IsCompressed) {
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, InternalFormat, w, h ...