Search found 50 matches
- Fri Sep 05, 2014 8:09 am
- Forum: Code Snippets
- Topic: [OBSOLETE] SIMD IRRLICHT VECTORS!
- Replies: 51
- Views: 25489
Re: WANT 4x SPEEDUPS on CPU-side CODE??? SIMD IRRLICHT VECTO
Nice use of intrinsics . This only works with x64 procs isn't it ?
- Tue Aug 26, 2014 7:56 am
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
As you can see in the load function : bool CGUITTFace::load(const irr::io::path& filename) { if ( !library ) { if (FT_Init_FreeType( &library )) { return false; } } core::stringc ansiFilename(filename); // path can be anything but freety...
- Mon Aug 25, 2014 12:56 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
Here is an example of the gaussian blur used under the real font rendered (semi transparent) to to produce some underlightning effect http://image.noelshack.com/minis/2014/35/1408971097-untitled-3.png http://image.noelshack.com/minis/2014/35/1408971097-untitled-2.png Lots the blur effects are dynami...
- Wed Aug 20, 2014 3:01 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
Oops sorry guys. Yep I definitly forgot the delete[] texgauss; in the if scope above. For the missing functions : u32 PremultiplyAlpha(u32 color) { u32 a = (color>>24)/* & 0xff*/ + 1; u32 r = (a*((color>>16) & 0xff))>>8; u32 g = (a*((color>>8) & 0xff))>>8; u32 b = (a*(c...
- Sun May 25, 2014 7:39 am
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
I asked myself the same question, but here are the 3 points that made me used this cache system : - Making something generic for menu and in game texts (I use it in game for dialogs too (not the blured font of course but blured and not blured glyphs work the same way)) - Caching letters is faster (f...
- Sat May 24, 2014 3:32 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
I personnaly use this effect for in game menus to do stuff similar that was does sony in the psp firmwares (blured font for non slected items and blured + non blured over font for the selected item). But I don't get why you say often-changing text because the point is that the text is not changing a...
- Sat May 24, 2014 10:27 am
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
It could have been done in a shader for sure, but here my gaussian blured font is cached the same way my font is. So all the CPU work is done once, making the render fast. Now if you reiterate your question on the texture cache generation, I would say that I prefered the simplicity and portability o...
- Sat May 24, 2014 12:23 am
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
Yes I agree with you :D Actually if you take the original code, this part remained unchanged. I admit that I focused only on the cache system compared to the old code that was putting every glyph inside a single texture. Then I didn't spend more time on optimisation and only focused on features (gau...
- Fri May 23, 2014 3:54 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
Yep I uploaded it to my mediafire account and put the link at the top of the 1st post The links won't change if I update the files afterwards :p
- Fri May 23, 2014 3:12 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
Re: CGUITTFFont reloaded
and finally my custom built render functions defined in utils.h and declared in utils.cpp : struct S2DImageData { irr::core::rect<irr::s32> SourceRect; irr::core::matrix4 DestMatrix; irr::video::SColor VertexColor; }; void draw2DImageBatch(irr::video::IVideoDriver *driver, irr::video...
- Fri May 23, 2014 3:11 pm
- Forum: Code Snippets
- Topic: CGUITTFFont reloaded
- Replies: 19
- Views: 4873
CGUITTFFont reloaded
Hey guys, some of you probably remember an old snippet provided there long time ago and then rewritten a bit by CuteAlien. For my latest project I reused it and gave it a bit a refacto and a big speed optimization using a dynamic cache textures system. Finally I added an optionnal nice precomputed G...
- Fri Apr 04, 2014 12:29 pm
- Forum: Bug reports
- Topic: [Request] Image loading without memory management
- Replies: 2
- Views: 1177
Re: [Request] Image loading without memory management
It could be too :p as long as the engine doesn't keep a reference on it the form used doen't matter. About the macro there is absolutely no reason ^^ except the one that if was only 2 lines at the beginning and now it is a bit more :p (and I'm too lazy to replace it now). Let's say it spare my cpu 1...
- Fri Apr 04, 2014 9:29 am
- Forum: Bug reports
- Topic: [Request] Image loading without memory management
- Replies: 2
- Views: 1177
[Request] Image loading without memory management
Hi there, not sure it is really the right place here to do this but I think it is an annoying problem that could be easily fixed. Irrlicht is using full memory management with image texture loading, meaning that you are not supposed to care about allocation and deallocation of your textures. The pro...
- Wed Apr 02, 2014 7:29 am
- Forum: Bug reports
- Topic: Unexpected behavior with opendialog box
- Replies: 3
- Views: 1360
Re: Unexpected behavior with opendialog box
I don't know if this has been fixed or not finally, but I used this trick to filter out the bad bad event : case gui::EGET_DIRECTORY_SELECTED: /********************************* ANTI BUG *****************************************/ if(wcslen(((gui::IGUIFileOpenDialog*)event.GUI...
- Wed Apr 02, 2014 7:19 am
- Forum: Bug reports
- Topic: [fixed]copy past bug with edit boxes
- Replies: 12
- Views: 1794
Re: [fixed]copy past bug with edit boxes
lol never found it in the doc x_x. Had seen the getExposedVideoData() function but I was not aware we were able to access all specific drivers through it and the real device behind. Thanks for the info .