Search found 15 matches

by Riktovitch
Sat Dec 13, 2014 4:09 am
Forum: Beginners Help
Topic: Deallocating Vertex/Index Arrays
Replies: 1
Views: 502

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[...
by Riktovitch
Fri Mar 21, 2014 2:30 am
Forum: Advanced Help
Topic: addRenderTargetTexture causes error
Replies: 0
Views: 542

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();         ...
by Riktovitch
Wed Feb 12, 2014 5:30 am
Forum: Beginners Help
Topic: Compiling on Ubuntu
Replies: 0
Views: 421

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...
by Riktovitch
Sat Feb 01, 2014 12:40 am
Forum: Beginners Help
Topic: Memory Leaks
Replies: 6
Views: 503

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.
by Riktovitch
Fri Jan 31, 2014 10:54 pm
Forum: Beginners Help
Topic: Memory Leaks
Replies: 6
Views: 503

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?
by Riktovitch
Fri Jan 31, 2014 10:37 pm
Forum: Beginners Help
Topic: Memory Leaks
Replies: 6
Views: 503

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...
by Riktovitch
Fri Jan 31, 2014 10:45 am
Forum: Beginners Help
Topic: Memory Leaks
Replies: 6
Views: 503

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...
by Riktovitch
Sat Jun 15, 2013 3:39 am
Forum: Beginners Help
Topic: Bilinear Filter Problem
Replies: 1
Views: 326

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...
by Riktovitch
Sat Jun 15, 2013 3:38 am
Forum: Beginners Help
Topic: How to render a fullscreen quad?
Replies: 3
Views: 545

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...
by Riktovitch
Sun May 26, 2013 8:43 pm
Forum: Advanced Help
Topic: Render to Target Problem
Replies: 1
Views: 514

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.
by Riktovitch
Sun May 26, 2013 6:53 pm
Forum: Advanced Help
Topic: Render to Target Problem
Replies: 1
Views: 514

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 ...
by Riktovitch
Sat May 18, 2013 1:02 am
Forum: Advanced Help
Topic: XEffects Shadow Problem
Replies: 2
Views: 611

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 ...
by Riktovitch
Fri May 17, 2013 3:56 am
Forum: Advanced Help
Topic: XEffects Shadow Problem
Replies: 2
Views: 611

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...
by Riktovitch
Fri Mar 08, 2013 2:39 am
Forum: Everything 2d/3d Graphics
Topic: 2D Game, Image Resize, Blurry (?)
Replies: 2
Views: 2326

Re: 2D Game, Image Resize, Blurry (?)

Ah, thank you. This fixed it:

Code: Select all

material.TextureLayer[0].BilinearFilter = false;
by Riktovitch
Tue Mar 05, 2013 12:59 am
Forum: Everything 2d/3d Graphics
Topic: 2D Game, Image Resize, Blurry (?)
Replies: 2
Views: 2326

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...