Search found 15 matches
- Sat Dec 13, 2014 4:09 am
- Forum: Beginners Help
- Topic: Deallocating Vertex/Index Arrays
- Replies: 1
- Views: 526
Deallocating Vertex/Index Arrays
Hi, I was wondering if it's possible to move the vertices and indices into the GPU and then remove it from memory locally. You probably know that in OpenGL you can, for example, do this: Vertex *vertices = new Vertex[147456]; // Generate vertices ... glBindBuffer(...) glBufferData(...) delete[...
- Fri Mar 21, 2014 2:30 am
- Forum: Advanced Help
- Topic: addRenderTargetTexture causes error
- Replies: 0
- Views: 549
addRenderTargetTexture causes error
#include <iostream> #include <irrlicht.h> #pragma comment(lib, "Irrlicht.lib") int main() { irr::IrrlichtDevice *device = irr::createDevice(irr::video::E_DRIVER_TYPE::EDT_OPENGL); if (device) { irr::video::IVideoDriver *driver = device->getVideoDriver(); ...
- Wed Feb 12, 2014 5:30 am
- Forum: Beginners Help
- Topic: Compiling on Ubuntu
- Replies: 0
- Views: 426
Compiling on Ubuntu
Hi, I've been trying to get Irrlicht to compile on Ubuntu (I'm new to Linux). I moved all of the header and source files into an Eclipse project. But, the compilation fails. It says fatal error: windows.h: No such file or directory in PngFile.c . Do I need to add a #define in the pre-processor? Sinc...
- Sat Feb 01, 2014 12:40 am
- Forum: Beginners Help
- Topic: Memory Leaks
- Replies: 6
- Views: 530
Re: Memory Leaks
Okay, so I created a new project file and removed _CrtDumpMemoryLeaks() from the end of my program and placed _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF) at the beginning. I guess those were just false positives because they seem to be gone now.
- Fri Jan 31, 2014 10:54 pm
- Forum: Beginners Help
- Topic: Memory Leaks
- Replies: 6
- Views: 530
Re: Memory Leaks
I'm using version 1.8.1 from the downloads page. I just tried out 1.9 and the leaks don't appear. I guess there was a change made somewhere that fixed this issue?
- Fri Jan 31, 2014 10:37 pm
- Forum: Beginners Help
- Topic: Memory Leaks
- Replies: 6
- Views: 530
Re: Memory Leaks
Hey, thanks for the reply. It's pretty odd to me because just this code: int main() { irr::IrrlichtDevice *device = irr::createDevice(); device->closeDevice(); device->drop(); } Produces these leaks: Detected memory leaks! Dumping objects -> {168} normal block at 0x005E4CA8, 1 bytes lo...
- Fri Jan 31, 2014 10:45 am
- Forum: Beginners Help
- Topic: Memory Leaks
- Replies: 6
- Views: 530
Memory Leaks
Hey, I've been having trouble debugging a program of mine because the debug output is being flooded with memory leaks that appear to be coming from Irrlicht: Detected memory leaks! Dumping objects -> {173} normal block at 0x00F05468, 1 bytes long. Data: < > 00 {172} normal block at 0x00F05428, 1 by...
- Sat Jun 15, 2013 3:39 am
- Forum: Beginners Help
- Topic: Bilinear Filter Problem
- Replies: 1
- Views: 346
Bilinear Filter Problem
I'm having a problem that best explained through visuals: http://s10.postimg.org/gyoinds95/static1.jpg http://s10.postimg.org/w64i7qk3t/static2.jpg http://s10.postimg.org/zbp3xy2q1/static3.jpg I'm not really sure what's causing this, I checked the mesh for ZFighting issues but this shouldn't be happ...
- Sat Jun 15, 2013 3:38 am
- Forum: Beginners Help
- Topic: How to render a fullscreen quad?
- Replies: 3
- Views: 565
Re: How to render a fullscreen quad?
Here are the function I use for my screen quads, and they work alright: void ScreenQuad::prepare(dimension2d<u32> texturesize) { assets.texture[0] = assets.device->getVideoDriver()->addRenderTargetTexture(texturesize, "RTT1"); assets.texture[1] = assets.device->getVideoDriver()->ad...
- Sun May 26, 2013 8:43 pm
- Forum: Advanced Help
- Topic: Render to Target Problem
- Replies: 1
- Views: 526
Re: Render to Target Problem
I fixed the problem, it was extremely simple :/
I remember reading somewhere that AA messes up the depth buffer, and that appears to have been the case here.
I remember reading somewhere that AA messes up the depth buffer, and that appears to have been the case here.
- Sun May 26, 2013 6:53 pm
- Forum: Advanced Help
- Topic: Render to Target Problem
- Replies: 1
- Views: 526
Render to Target Problem
Hi, I'm going to be making some custom shaders for my project. So I made a screen quad: (As I understand it, this is a common method for post processing effects.) S3DVertex vertices[4]; SMaterial material; vertices[0] = S3DVertex(-1, 1, 0, 0, 0, 0, SColor(255, 255, 255, 255), 0, 0); //upper right ...
- Sat May 18, 2013 1:02 am
- Forum: Advanced Help
- Topic: XEffects Shadow Problem
- Replies: 2
- Views: 645
Re: XEffects Shadow Problem
You seem to be correct. I originally had the shadow light ranging from 1 to 100, shining over the map. But, I changed the near and far values to 5 and 18 to offer more focus onto the current area and the shadows are much better. So, I've been thinking about making the shadow light I am using as the ...
- Fri May 17, 2013 3:56 am
- Forum: Advanced Help
- Topic: XEffects Shadow Problem
- Replies: 2
- Views: 645
XEffects Shadow Problem
I've been having a problem with XEffects, all of the shadows are off and it kind of ruins the look of everything. It's especially noticeable on the corners: http://s22.postimg.org/sehdk31ep/problem.jpg It looks as though the block is floating, when it is on the same level as the ground. http://s18.p...
- Fri Mar 08, 2013 2:39 am
- Forum: Everything 2d/3d Graphics
- Topic: 2D Game, Image Resize, Blurry (?)
- Replies: 2
- Views: 2353
Re: 2D Game, Image Resize, Blurry (?)
Ah, thank you. This fixed it:
Code: Select all
material.TextureLayer[0].BilinearFilter = false;
- Tue Mar 05, 2013 12:59 am
- Forum: Everything 2d/3d Graphics
- Topic: 2D Game, Image Resize, Blurry (?)
- Replies: 2
- Views: 2353
2D Game, Image Resize, Blurry (?)
I'm having a problem with images, upon re-sizing they appear blurred. I need them to retain a pixel look, instead of being blurred. In Paint.NET I would do this by re-sizing the image using "Nearest Neighbor", instead of "Best Quality". How would I achieve the same effect in this...