Search found 25 matches

by penguin03
Wed Mar 26, 2014 4:29 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 176889

Re: Android Port

@CuteAlien
agree

@Nadro
Could you share the OGL ES 3.0 driver?
by penguin03
Fri Mar 21, 2014 8:29 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 176889

Re: Android Port

@Nadro, more devices are supporting OGLES 3.0, do we have plan for OGLES 3.0 driver?
by penguin03
Mon Jan 20, 2014 4:06 am
Forum: Advanced Help
Topic: camera like warcraft 3 style
Replies: 1
Views: 512

camera like warcraft 3 style

I want to make a camera for a strategy game, like warcraft 3 style.

Does anyone make this before?
by penguin03
Thu Oct 10, 2013 10:37 am
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 69994

Re: Compiling irrlicht ogl-es branch for iphone (progress)

@Nadro

Now the ogl-es openGL es 2.0 driver can't support lighting and fog like fixed pipeline. Do you have plan to improve it?
by penguin03
Mon Aug 12, 2013 3:47 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 176889

Re: Android Port

@ent1ty You are right, we need to re-create the whole device, it's a little tough to restore the game state after re-create the whole device. I'll try it. @Nadro The OpenGL es context holding depends on Hardware driver. Not all Android 4.0 + device can support it. I use Samsung Galaxy Note II to tes...
by penguin03
Fri Aug 09, 2013 8:45 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 176889

Handle Andoid EGLContext losing

@Nadro:

When Activity onPause, the EGLContext is lost, and all textures and VBO are invalid. Any way to handle it on Irrlicht? Now the HelloMobile sample is black after press Home key and return to app.
by penguin03
Thu Jun 06, 2013 8:51 am
Forum: Advanced Help
Topic: Hardware skinning by shader-pipeline branch
Replies: 4
Views: 922

Re: Hardware skinning by shader-pipeline branch

@RdR Thank you for your implementation. By the way, which format file are you using for your character animation system? I tried to use OGRE3d exporter to export skeleton mesh from 3DS max, the irrlich3d render output is wrong. The problem is here: http://irrlicht.sourceforge.net/forum/viewtopic.php...
by penguin03
Thu May 23, 2013 1:37 pm
Forum: Advanced Help
Topic: Hardware skinning by shader-pipeline branch
Replies: 4
Views: 922

Hardware skinning by shader-pipeline branch

@Nadro

I remember you said, it's easy to do hardware skinning by shader-pipeline branch, is there any sample about it?

Or please give me some hints, I'll try it.
by penguin03
Thu May 16, 2013 4:44 pm
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

Re: ogl-es COgreMeshFileLoader bug

@mongoose7

I'm not sure the pose transforms are fitted for Irrlicht engine. I use EasyOgreMax exporter to export the mesh and animation from 3ds max 2012.

I'm confusing the Ogre3d engine use the same method to calculate the skin animation with Irrlicht?
by penguin03
Thu May 16, 2013 8:38 am
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

Re: ogl-es COgreMeshFileLoader bug

@Nadro

Just try it with mesh viewer under trunk, same effect. The hand and foot are not correct. Maybe the 3ds max biped bones affect it?
by penguin03
Thu May 16, 2013 1:56 am
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

Re: ogl-es COgreMeshFileLoader bug

@ mongoose7

I just tried as you said, at the first frame, there is no transform. The result is: only the first frame is correct, the rest is same.

Any other suggestion?
by penguin03
Wed May 15, 2013 3:05 pm
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

Re: ogl-es COgreMeshFileLoader bug

Do you mean at the animation frame 0, all bones have no transform? Now we have transforms at frame 0, but ogre mesh viewer is ok
by penguin03
Wed May 15, 2013 2:08 am
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

Re: ogl-es COgreMeshFileLoader bug

Here is the code:   IAnimatedMesh* mesh = dev->getSceneManager()->getMesh("girlgirl.mesh");  IAnimatedMeshSceneNode* node = dev->getSceneManager()->addAnimatedMeshSceneNode(mesh);  node->setMaterialFlag(EMF_LIGHTING, false);  node->setRotation(vector3df(0, 180, 0));  node->setScale(vector3...
by penguin03
Wed May 15, 2013 2:04 am
Forum: Advanced Help
Topic: ogl-es COgreMeshFileLoader bug
Replies: 10
Views: 1372

ogl-es COgreMeshFileLoader bug

I use EasyOgre exporter to export a mesh with skeleton animation from 3ds max, Use irrlicht to load and render it, and it's wrong. I use OgreMeshViewer to open it, it's correct. The hand and foot is not correct, I use the latest ogl-es branch r4525 Here is the screenshot: http://www.vicono.com/girl....
by penguin03
Tue May 07, 2013 12:00 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 69994

Re: Compiling irrlicht ogl-es branch for iphone (progress)

@CuteAlien: So it will be the Irrlicht 2.0? Can we get it this year?