Search found 11 matches
- Tue Jul 31, 2012 1:41 pm
- Forum: Beginners Help
- Topic: Dynamically changing texture content
- Replies: 2
- Views: 386
Re: Dynamically changing texture content
Thx, that works very well! failing to access the pixel values via a "get" function in ITexture made me not look any further there. I did not imagined that a lock function would provide that functionality. Thanks for the help 
- Tue Jul 31, 2012 12:36 pm
- Forum: Beginners Help
- Topic: Dynamically changing texture content
- Replies: 2
- Views: 386
Dynamically changing texture content
Hi forum,
I have a problem which I dont know how to solve.
I have some 2d-data that is created dynamically by some process. From that data, I create an image and I want to draw the Image. The data is changing over time and with the data change, the presented image should change as well.
What I ...
I have a problem which I dont know how to solve.
I have some 2d-data that is created dynamically by some process. From that data, I create an image and I want to draw the Image. The data is changing over time and with the data change, the presented image should change as well.
What I ...
- Mon Jun 11, 2012 11:43 am
- Forum: Beginners Help
- Topic: [solved] What does Irrlicht do when vsync is activated?
- Replies: 9
- Views: 1068
Re: What does Irrlicht do when vsync is activated?
For my application, the gui is running independently of the core and takes only a fraction of the total computation power. Therefore, I want to give my "world" as much power as possible and not waste half the computation time on the GUI, waiting to take an other turn. On the other hand, I want both ...
- Mon Jun 11, 2012 9:18 am
- Forum: Beginners Help
- Topic: [solved] What does Irrlicht do when vsync is activated?
- Replies: 9
- Views: 1068
Re: What does Irrlicht do when vsync is activated?
And what does it do during waiting so that the thread does not yield its ressources?
while(wait){}; ?
while(wait){}; ?
- Mon Jun 11, 2012 8:56 am
- Forum: Beginners Help
- Topic: [solved] What does Irrlicht do when vsync is activated?
- Replies: 9
- Views: 1068
[solved] What does Irrlicht do when vsync is activated?
As I wrote in an other thread, I am running my world and irrlicht in seperate threads. I want the world to run its own speed and let irrlicht draw the scene indepent of the word update cycle.
I figured, I dont need 3000 FPS, so I activated vsync in order to limit the amount of computation time ...
I figured, I dont need 3000 FPS, so I activated vsync in order to limit the amount of computation time ...
- Fri Jun 08, 2012 7:30 am
- Forum: Beginners Help
- Topic: [solved]putting createDevice in the constr. is a bad idea?
- Replies: 3
- Views: 419
Re: putting createDevice in the constructor is a bad idea?
Ok, I guess I know whats hapening. My last C++ was 5 years ago and since then, switching to Java did not made my understadning of heap and stack memory any better. What i did was, to create an object holding the TestGUI class, implicitly calling the constructor of TestGUI. Then, I called an ...
- Thu Jun 07, 2012 1:55 pm
- Forum: Beginners Help
- Topic: [solved]putting createDevice in the constr. is a bad idea?
- Replies: 3
- Views: 419
[solved]putting createDevice in the constr. is a bad idea?
Dear Forum,
I am fairely new to irrlicht and I have a problem which I cant understand. Starting from Tutorial Example 4, I wanted to put the gui example in a proper window-class. So I seperated the while-loop for drawing the window from the definition. This somehow messed everything up. After some ...
I am fairely new to irrlicht and I have a problem which I cant understand. Starting from Tutorial Example 4, I wanted to put the gui example in a proper window-class. So I seperated the while-loop for drawing the window from the definition. This somehow messed everything up. After some ...
- Thu Jun 07, 2012 8:05 am
- Forum: Beginners Help
- Topic: Irrlicht in a seperate Thread
- Replies: 9
- Views: 689
Re: Irrlicht in a seperate Thread
The problem arises if both threads swap the variables simultaniously.
Lets say its like that:
pA <-> pB: t = pA; pA = pB; pB = t;
pC <-> pB: s = pC; pC = pB; pB = s;
If the operations occur in this order:
t = pA;
pA = pB;
s = pC;
pC = pB;
pB = s;
pB = t;
pA and pC point to the same object ...
Lets say its like that:
pA <-> pB: t = pA; pA = pB; pB = t;
pC <-> pB: s = pC; pC = pB; pB = s;
If the operations occur in this order:
t = pA;
pA = pB;
s = pC;
pC = pB;
pB = s;
pB = t;
pA and pC point to the same object ...
- Wed Jun 06, 2012 12:12 pm
- Forum: Beginners Help
- Topic: Irrlicht in a seperate Thread
- Replies: 9
- Views: 689
Re: Irrlicht in a seperate Thread
Nice try, but exchanging 2 variables cant be done in one atomic operation (unless I missed some major improvements in computer technology
)
a <-> b:
t = a;
a = b;
b = t;
a <-> b:
t = a;
a = b;
b = t;
- Wed Jun 06, 2012 7:14 am
- Forum: Beginners Help
- Topic: Irrlicht in a seperate Thread
- Replies: 9
- Views: 689
Re: Irrlicht in a seperate Thread
Thnx, yeah, after sleeping it over one night, I think its much less a problem than I thought. For the data that needs to be visualized, I use a tripple-buffer. Lets say for simplicity struct Data A, B, C and a pointer pA = &A, pB = &B, pC = &C to each of them. The simulator writes into pA, when its ...
- Tue Jun 05, 2012 2:57 pm
- Forum: Beginners Help
- Topic: Irrlicht in a seperate Thread
- Replies: 9
- Views: 689
Irrlicht in a seperate Thread
Dear Forum,
I am new to Irrlicht and I dont want to make a game. Let me explain a bit.
I am working on a fairly complicated simulation and I want to use Irrlicht to visualise the internal variables. The graphics might get more complex in the future, but at moment it is simply some (~10000) circles ...
I am new to Irrlicht and I dont want to make a game. Let me explain a bit.
I am working on a fairly complicated simulation and I want to use Irrlicht to visualise the internal variables. The graphics might get more complex in the future, but at moment it is simply some (~10000) circles ...