@CuteAlien
agree
@Nadro
Could you share the OGL ES 3.0 driver?
Search found 25 matches
- Wed Mar 26, 2014 4:29 am
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 176889
- 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?
- 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?
Does anyone make this before?
- 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?
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?
- 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...
- 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.
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.
- 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...
- 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.
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.
- 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?
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?
- 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?
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?
- 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?
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?
- 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
- 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...
- 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....
- 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?