Search found 62 matches

by Raedwulf
Mon Apr 28, 2008 12:25 pm
Forum: Open Discussion and Dev Announcements
Topic: Scons build files for Irrlicht
Replies: 3
Views: 800

I second this, scons is quite good but for most of the devs here are more or less solo OS users/developers, it wouldn't be dramatically useful :P.
by Raedwulf
Mon Apr 28, 2008 12:18 pm
Forum: Open Discussion and Dev Announcements
Topic: OpenGL better than Direct3d9?
Replies: 4
Views: 645

You could post a demo and have a look at other people's results?
by Raedwulf
Mon Apr 28, 2008 12:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Question on VBOs
Replies: 26
Views: 3036

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 ...
by Raedwulf
Mon Jan 28, 2008 2:34 pm
Forum: Bug reports
Topic: Strict Aliasing
Replies: 0
Views: 290

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...
by Raedwulf
Mon Dec 03, 2007 10:50 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6350

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...
by Raedwulf
Tue Nov 27, 2007 8:30 am
Forum: Open Discussion and Dev Announcements
Topic: IrrBook - Irrlicht Game Programming -
Replies: 19
Views: 3593

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...
by Raedwulf
Sun Nov 18, 2007 7:28 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6350

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...
by Raedwulf
Fri Nov 09, 2007 6:55 pm
Forum: Open Discussion and Dev Announcements
Topic: Can Irrlicht Work on the Ipod..?
Replies: 18
Views: 2335

Doom used a raycasted engine -> it was more like 2.5d...
by Raedwulf
Thu Nov 08, 2007 10:01 am
Forum: Open Discussion and Dev Announcements
Topic: Can Irrlicht Work on the Ipod..?
Replies: 18
Views: 2335

1fps is pretty bad :).
by Raedwulf
Thu Nov 08, 2007 9:04 am
Forum: Open Discussion and Dev Announcements
Topic: Can Irrlicht Work on the Ipod..?
Replies: 18
Views: 2335

What is the resolution of an IPod?

Edit: 320x240

Hmmmm just maybe its possible? It really depends actually-> has anyone managed a 3d app in ipod.
by Raedwulf
Tue Nov 06, 2007 6:04 pm
Forum: Open Discussion and Dev Announcements
Topic: SColor for OpenGL and Vertex Buffering
Replies: 20
Views: 3370

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 ...
by Raedwulf
Tue Nov 06, 2007 2:52 pm
Forum: Open Discussion and Dev Announcements
Topic: SColor for OpenGL and Vertex Buffering
Replies: 20
Views: 3370

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 ...
by Raedwulf
Tue Nov 06, 2007 9:13 am
Forum: Open Discussion and Dev Announcements
Topic: Can Irrlicht Work on the Ipod..?
Replies: 18
Views: 2335

Burning Video's software renderer is pretty good, but fps is pretty bad :P.
by Raedwulf
Mon Nov 05, 2007 1:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of Irrlicht
Replies: 13
Views: 1410

No I'm not an irrlicht-core developer, but this question has already been answered.
http://irrlicht.sourceforge.net/phpBB2/ ... light=dx10
by Raedwulf
Thu Nov 01, 2007 8:29 am
Forum: Open Discussion and Dev Announcements
Topic: SColor for OpenGL and Vertex Buffering
Replies: 20
Views: 3370

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...