Search found 35 matches

by clarks
Thu Apr 10, 2014 11:55 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53852

Re: irrRenderer 1.0

Do you need some help on this?
by clarks
Mon Mar 24, 2014 12:02 am
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148634

Re: xml based postprocessing framework

Whatever happened to this project and where are the files for the project. It would be a shame to let this all go to waste.
by clarks
Sat Jan 04, 2014 11:15 pm
Forum: Off-topic
Topic: What ever happened to Game Demos?
Replies: 3
Views: 1856

What ever happened to Game Demos?

I am a steam gamer. Whenever I get bored, I like to burn some time playing video games. So I fire up steam, search for a game, check out the reviews and decide whether to buy it or not. But I am a point now where I am dissatisfied with the games that I play. Sometimes games have pretty interesting c...
by clarks
Fri Nov 29, 2013 7:24 pm
Forum: Open Discussion and Dev Announcements
Topic: Support for paged geometry scene node
Replies: 3
Views: 1525

Re: Support for paged geometry scene node

I would leave that kind of things to the app. Optimal HD streaming is OS- and game-dependant anyway. I understand what your saying here, but providing some kind of basic functionality would not hurt ( people who do not want to spend time making their own like myself ). This will be a welcome additi...
by clarks
Fri Nov 22, 2013 11:32 pm
Forum: Open Discussion and Dev Announcements
Topic: (Feature Request) Tracking XML File Reads
Replies: 2
Views: 1173

Re: (Feature Request) Tracking XML File Reads

CuteAlien       //! Reads forward to the next xml node.     //! \return Returns false, if there was no further node.     virtual bool read()     {         // if not end reached, parse the node         if (P && ((unsigned int)(P - TextBegin) < TextSize - 1) && (*P != 0))         {    ...
by clarks
Fri Nov 01, 2013 3:16 am
Forum: Open Discussion and Dev Announcements
Topic: (Feature Request) Tracking XML File Reads
Replies: 2
Views: 1173

(Feature Request) Tracking XML File Reads

I would like to be able to track how much data the irrlicht xml reader has processed. I tried passing IReadFile to create an XMLReader, but XMLReader seems to load IReadFile into memory. So I could not do something like double percentage = IReadFile->getPos() / fileSize, because it would always retu...
by clarks
Sun Sep 22, 2013 3:27 pm
Forum: Advanced Help
Topic: HELP: GLSL Per Pixel Lighting
Replies: 5
Views: 1057

Re: HELP: GLSL Per Pixel Lighting

Well thanks for responding. lightPos is in world coordinates as a directional light pointing down. Here is the problem: I am using blender to export an obj file. If I export with flat shading then the model is rendered flat shaded. If I export with smooth shading, the model is rendered smooth. The v...
by clarks
Sun Sep 22, 2013 2:28 am
Forum: Advanced Help
Topic: HELP: GLSL Per Pixel Lighting
Replies: 5
Views: 1057

HELP: GLSL Per Pixel Lighting

I have a model of a vehicle that I am trying to shade using per pixel lighting but its not working. I have the following vertex shader // bring in data uniform vec3 lightPos;   // send to fragment shader out vec3 Position; out vec3 Normal; out vec4 Color;   void main() {     // compute the normal   ...
by clarks
Wed Jul 03, 2013 1:28 am
Forum: Bug reports
Topic: saveScene vs loadScene Inconsistency
Replies: 6
Views: 1218

Re: saveScene vs loadScene Inconsistency

Seems like the load commands in deserialization have problems when finding certain assets. Not sure why, yet If you load a scene from a file, and all resources are local to the parent directory of the file, then you have set that directory as the working directory before you load the resources. The...
by clarks
Thu Jun 20, 2013 11:22 pm
Forum: Bug reports
Topic: saveScene vs loadScene Inconsistency
Replies: 6
Views: 1218

Re: saveScene vs loadScene Inconsistency

one test case coming up
by clarks
Thu Jun 20, 2013 1:05 am
Forum: Bug reports
Topic: saveScene vs loadScene Inconsistency
Replies: 6
Views: 1218

Re: saveScene vs loadScene Inconsistency

IIRC are not yet properly handled what is IIRC? as another serialization with the proper options will result in the same file again Do you mine elaborating on this? I ran a test and found out that if you save a scene using irrlicht, the relative paths are messed up if the file being saved is not in...
by clarks
Sun Jun 16, 2013 4:17 am
Forum: Bug reports
Topic: saveScene vs loadScene Inconsistency
Replies: 6
Views: 1218

saveScene vs loadScene Inconsistency

Read the code below very carefully, you will notice that serializeAttributes actually uses the options but deserializeAttributes does not. This is a bug. By default the scene manager passes the option to use relative file names, which the user seem to have no control over. I am not sure if there is ...
by clarks
Tue Apr 16, 2013 3:38 pm
Forum: Open Discussion and Dev Announcements
Topic: virtual void animateNode (ISceneNode *node, u32 timeMs)
Replies: 7
Views: 1794

Re: virtual void animateNode (ISceneNode *node, u32 timeMs)

No, change is only good where necessary. Not exactly. Change can also be good if someone has a different vision, but not exactly necessary. And since I doubt that you'd really notice this calculation anywhere in any reasonable application, it's simply inappropriate here. I just said that I do not t...
by clarks
Mon Apr 15, 2013 4:16 pm
Forum: Open Discussion and Dev Announcements
Topic: virtual void animateNode (ISceneNode *node, u32 timeMs)
Replies: 7
Views: 1794

Re: virtual void animateNode (ISceneNode *node, u32 timeMs)

But in case you can profile a real bottleneck from this behavior
I dont think I would be able to do that. However, this gets me thinking about the future of irrlicht. At some point in time, I believe that irrlicht will have to make a break from its current API. Change is good.
by clarks
Mon Apr 15, 2013 1:01 am
Forum: Open Discussion and Dev Announcements
Topic: virtual void animateNode (ISceneNode *node, u32 timeMs)
Replies: 7
Views: 1794

Re: virtual void animateNode (ISceneNode *node, u32 timeMs)

I understand where you are coming from, but I believe that the general use case would make the most sense.