Search found 62 matches
- Mon Apr 28, 2008 12:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Scons build files for Irrlicht
- Replies: 3
- Views: 815
- Mon Apr 28, 2008 12:18 pm
- Forum: Open Discussion and Dev Announcements
- Topic: OpenGL better than Direct3d9?
- Replies: 4
- Views: 678
- Mon Apr 28, 2008 12:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Question on VBOs
- Replies: 26
- Views: 3197
Octrees are quite possible to be optimised using vbos.... however, i believe i struggled a little last time attempted to do that. I modified the interface to support chosing between dynamic indices/static vertices etc... and proceeded to modify irrlicht to use VBOs everywhere... but it got terribly ...
- Mon Jan 28, 2008 2:34 pm
- Forum: Bug reports
- Topic: Strict Aliasing
- Replies: 0
- Views: 299
Strict Aliasing
I've told LukePH and hybridOL (and a number of #irrlicht lurkers) already, but as I noticed probably jamming bug reports into the irc channel is probably not the best thing -> here's a bug report. Basically, irrlicht is not strict aliasing safe, according to gcc, and by default with 4.2x and above v...
- Mon Dec 03, 2007 10:50 am
- Forum: Open Discussion and Dev Announcements
- Topic: Input wanted for hardware buffers design
- Replies: 35
- Views: 6602
also some trouble may arise if multiple nodes share the same mesh and some are static and some are not The 'static meshes' can be 'static to the hardware' and 'not fully static to irrlicht'. So if the mesh is static, it can still be modified, but internally, irrlicht's VBO implementation can be mad...
- Tue Nov 27, 2007 8:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: IrrBook - Irrlicht Game Programming -
- Replies: 19
- Views: 3675
Ouch... First off I am not doing this to become famous, I am doing this because alot of younger people (kiids) want to get into game programming but don't know where to start. Secondly, I have been programming games for around four and half years now and have developed quite a few and NO those game...
- Sun Nov 18, 2007 7:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Input wanted for hardware buffers design
- Replies: 35
- Views: 6602
I'm working on this too, perhaps we should work together? I'm quite busy these days but I'm sure I can help out :) http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=24215 http://www.jeeastwood.co.uk/irrlicht-vb-06-11-2007.zip I like the idea of IHardwareMeshBuffer... hmmm can I contact via some...
- Fri Nov 09, 2007 6:55 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Can Irrlicht Work on the Ipod..?
- Replies: 18
- Views: 2420
- Thu Nov 08, 2007 10:01 am
- Forum: Open Discussion and Dev Announcements
- Topic: Can Irrlicht Work on the Ipod..?
- Replies: 18
- Views: 2420
- Thu Nov 08, 2007 9:04 am
- Forum: Open Discussion and Dev Announcements
- Topic: Can Irrlicht Work on the Ipod..?
- Replies: 18
- Views: 2420
- Tue Nov 06, 2007 6:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SColor for OpenGL and Vertex Buffering
- Replies: 20
- Views: 3534
Ok here's a pre-pre-alpha of what i've done so far... basically this is a dump of my source and nothing to be proud of :) MeshBuffers, Meshes, DX9 and OGL, MD2 animation and terrain scene node have vertex buffering. You might like to have a look at the opengl extensions because those are definitely ...
- Tue Nov 06, 2007 2:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SColor for OpenGL and Vertex Buffering
- Replies: 20
- Views: 3534
I was wondering whether the implementation of some of the scene nodes should use vertex buffering implicitly if the capability is supported and there are no disadvantages to using them (except of course using video memory). For example, the terrain scene node, all the data is already stored in mesh ...
- Tue Nov 06, 2007 9:13 am
- Forum: Open Discussion and Dev Announcements
- Topic: Can Irrlicht Work on the Ipod..?
- Replies: 18
- Views: 2420
- Mon Nov 05, 2007 1:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of Irrlicht
- Replies: 13
- Views: 1484
No I'm not an irrlicht-core developer, but this question has already been answered.
http://irrlicht.sourceforge.net/phpBB2/ ... light=dx10
http://irrlicht.sourceforge.net/phpBB2/ ... light=dx10
- Thu Nov 01, 2007 8:29 am
- Forum: Open Discussion and Dev Announcements
- Topic: SColor for OpenGL and Vertex Buffering
- Replies: 20
- Views: 3534
I've realised converting the colours prior to creating vertex buffers is sufficient. Then the vertex buffer contain the correct colour encoding for opengl and there is not runtime implication. I will look into display lists as well... But need to keep up with my Uni work :S. --- An interesting siden...