Search found 40 matches

by Kiristu
Fri Apr 18, 2014 4:04 pm
Forum: Advanced Help
Topic: CrtDumpMemoryLeaks detecting leaks in string objects
Replies: 3
Views: 909

Re: CrtDumpMemoryLeaks detecting leaks in string objects

zerochen wrote:you can use something like this http://vld.codeplex.com/
Ho thank you, that was the kind of tool I was looking for and I only found CRT thing until now.

So, of course, with this tool, no more leaks in Irrlicht occur and I can debug mines.

Thanks again
by Kiristu
Thu Apr 17, 2014 10:42 pm
Forum: Advanced Help
Topic: CrtDumpMemoryLeaks detecting leaks in string objects
Replies: 3
Views: 909

CrtDumpMemoryLeaks detecting leaks in string objects

Hello, I'm working on detecting memory leaks in my Irrlicht project. Since I'm using Visual C++, I found that I'm supposed to use:   #define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h>   Then:   _CrtDumpMemoryLeaks();   To show them when I close my application. It seems that string (st...
by Kiristu
Thu Apr 17, 2014 6:35 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

OK, I finally made it.

Based on the copy method, I filter the mesh buffer I want (based on material) and copy only this one.
The trick is to go through every weight of every joint and update the buffer_id in there (setting it to 0 for the new mesh).

Thanks again for the help :wink:
by Kiristu
Sat Apr 12, 2014 9:42 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

I found this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=32761&start=15 giving some code to copy an ISkinnedMesh irr::scene::ISkinnedMesh* createSkinnedMeshCopy(irr::scene::ISkinnedMesh* mesh, irr::scene::ISceneManager * sceneManager) That works quite well for the whole...
by Kiristu
Sat Apr 12, 2014 3:29 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

Unfortunately, this seems to be more complicated for an animated mesh. The SMesh is designed to work with static meshes. I tried to use SAnimatedMesh instead, but it does not have any "addMeshBuffer()" member. So I tried:   IMeshBuffer* buf = mesh->getMeshBuffer(i);   SMesh* smesh = new SM...
by Kiristu
Wed Apr 09, 2014 7:29 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

For the car windows and windshield, I do mean meshbuffers. Windows are usually transparent enough that having them render in a wrong order is not visible. Of course with enough tinting/reflections you would need to separate them to nodes. Ok, my display errors are also related to the backfaces. I u...
by Kiristu
Wed Apr 09, 2014 2:58 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

OK, I will try that trick to render my nodes separately, or find another way to design them maybe. When you say "separate meshbuffer", do you mean "separate node" ? I might have to export (from Blender b3d exporter) my current unique node into several sub-nodes, more work at desi...
by Kiristu
Tue Apr 08, 2014 1:07 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

Having two windows, their render order doesn't matter. I mean, for example, like in this thread: http://forums.bistudio.com/showthread.php?98693-Car-Texture-is-all-black-in-game (not Irrlicht related) The back window pillars are visible through the front window, even if it seems (?) to be one uniqu...
by Kiristu
Mon Apr 07, 2014 1:53 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

It seems that everything in a game finally ends with "it's the biggest headache to do" :lol:

OK another good thing to know, I'll try to avoid it if possible.

Thanks again.
by Kiristu
Mon Apr 07, 2014 12:04 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

OK, I understand better those kind of glitches I have. Well, I think I'll have to extend the node class and render back faces then front faces. However, I'm surprised that a special development is needed because we see quite often in games semi-transparent objects such as cars or even wire fencing. ...
by Kiristu
Sun Apr 06, 2014 6:53 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

hendu wrote:There is no Z-sorting inside an object
By object do you mean "node" or "mesh" ?
Is it true for a node with several distinct meshes ?
by Kiristu
Sat Apr 05, 2014 5:35 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

After some new tests, it appears that it solves only partially the problem: Even if all faces are visible, some back ones are rendered on top of front ones (not every faces). It was not visible until now because it was all black. It seems that faces that were not visible on previous screenshot are n...
by Kiristu
Fri Apr 04, 2014 3:44 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

I tried to enable disable ALLOW_ZWRITE_ON_TRANSPARENT in the scene manager without any success. But I did not try it on the material with EMF_ZWRITE_ENABLE, and setting it to false makes it work ! So thank you, I guess that was the problem, I will have to try with my complex objects but it seems to ...
by Kiristu
Thu Apr 03, 2014 8:43 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

Finally, I'm trying to have this transparency work for a simple sphere. But even with this, there is no way to make it work correctly: http://i.imgur.com/W4ZzOkO.png As you can see, only some faces are visible. It's obviously related to the fact I'm using shaders because else with: node->setMaterial...
by Kiristu
Thu Apr 03, 2014 1:34 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2672

Re: Again another texure alpha problem

I tried to set the blendmode to EBO_ADD with: node->getMaterial(i).setFlag(EMF_BLEND_OPERATION, true); (this is what I understood from the source of SMaterial in the documentation) But the result is the same with or without it. Here are two screenshots: 1) View from "inside", we can see th...