Search found 25 matches
- Wed Jul 13, 2016 10:22 pm
- Forum: Beginners Help
- Topic: Multiple Irrlicht Devices in different threads. Thread safe?
- Replies: 3
- Views: 731
Re: Multiple Irrlicht Devices in different threads. Thread s
Well, that certainly sucks... Do you know if it's possible to create a static method to load 3d models and return a mesh in the scene manager that doesn't require a device? Worst case scenario I'll have to preload the meshes and send them to different threads or send them by request. Certainly not t...
- Wed Jul 13, 2016 9:40 pm
- Forum: Beginners Help
- Topic: Multiple Irrlicht Devices in different threads. Thread safe?
- Replies: 3
- Views: 731
Multiple Irrlicht Devices in different threads. Thread safe?
Hello. So I have a question regarding thread safety and Irrlicht. I'm working on a block style game, similar to Minecraft but not really in some ways. I have a blocky terrain which I generate as meshes and meta data in one or more different threads than the renderer thread for performance reasons. I...
- Tue May 10, 2016 12:50 pm
- Forum: Project Announcements
- Topic: irrBullet 0.2.0
- Replies: 39
- Views: 16081
Re: irrBullet 2.0
If you compile Bullet with the preprocessor BT_USE_DOUBLE_PRECISION it uses doubles internally for all calculations instead of floats. Basically it changes vectors, scalars, et.c into double. This makes raycasts much more accurate among other things.
- Mon May 09, 2016 9:26 pm
- Forum: Project Announcements
- Topic: irrRenderer 1.0
- Replies: 101
- Views: 55906
Re: irrRenderer 1.0
Been making use of this super cool project because I'm making a block type game and want the ability to place many lights. So far I've had little problems and it's running great, actually I haven't noticed any drop in performance at all. There was one problem I had which was that some pixels would b...
- Sat Apr 23, 2016 7:49 am
- Forum: Beginners Help
- Topic: Problem accessing multiple texcoords in shader [SOLVED]
- Replies: 4
- Views: 796
Re: Accessing multiple texcoords in shader with S3DVertex2TC
Thank you so much! This was the problem, I just changed the mesh type to SMeshBufferLightMap and now it's workingFoaly wrote:Btw. you said you are using an SMeshBuffer? It does not support multiple texture coordinates.
You'll have to use either SMeshBufferLightmap. (Or CDynamicMeshBuffer.)
- Sat Apr 23, 2016 6:03 am
- Forum: Beginners Help
- Topic: Problem accessing multiple texcoords in shader [SOLVED]
- Replies: 4
- Views: 796
Re: Accessing multiple texcoords in shader with S3DVertex2TC
I did some more testing this time with a color output from the pixel shader. I also tried to load a normal texture instead of an array and the same problem persists so I don't think it has anything to do with the code changes from Hendu's patch. Anyways I discovered something peculiar. Both of these...
- Sat Apr 23, 2016 2:55 am
- Forum: Beginners Help
- Topic: Problem accessing multiple texcoords in shader [SOLVED]
- Replies: 4
- Views: 796
Problem accessing multiple texcoords in shader [SOLVED]
Hello. I was wondering if anyone knows how to access multiple texture coords in a GLSL shader using meshes build with S3DVertex2TCoords vertices. I've patched texture array support made by hendu into Irrlicht and I need some way to select different textures with my shader. My first texture coordinat...
- Fri Apr 22, 2016 12:38 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 77046
Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, ver
Cool stuff. Many thanks for doing this
By the way, the VS project in the latest git commit doesn't compile because there are a ton of I assume intentionally removed source files that are still listed in the project. Did you mean to do away with Irrlicht's native GUI?
By the way, the VS project in the latest git commit doesn't compile because there are a ton of I assume intentionally removed source files that are still listed in the project. Did you mean to do away with Irrlicht's native GUI?
- Wed Mar 16, 2016 8:54 am
- Forum: Beginners Help
- Topic: Vertex position sent to shader changing when moving camera?
- Replies: 2
- Views: 625
Re: Vertex position sent to shader changing when moving came
That fixed it. Thank you for your help
This stuff is very confusing since I don't know anything about low level graphics.
This stuff is very confusing since I don't know anything about low level graphics.
- Tue Mar 15, 2016 4:37 pm
- Forum: Beginners Help
- Topic: Vertex position sent to shader changing when moving camera?
- Replies: 2
- Views: 625
Vertex position sent to shader changing when moving camera?
Hello. I'm very new to shaders and graphics programming in general but I've been experimenting with simple shaders to understand how they work. One thing I don't understand is why the position of the vertices seems to change in my vertex shader when I move around the camera position and change the a...
- Fri Dec 18, 2015 1:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 77046
Re: To The Rescue of Your FPS - Build A World's Irrlicht
irrlicht license... no repo no diffs, you can diff against 1.8.1 ........ the reason, I'm waaaaaayyyy too busy I can however upload a zip to a hosting service of your choosing Sure that would be fantastic! You could upload it on something like https://mega.nz/ or email me directly if you'd rather d...
- Fri Dec 18, 2015 2:58 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 77046
Re: To The Rescue of Your FPS - Build A World's Irrlicht
This is really cool stuff, I had no idea something like this existed. Is this a version that branched off from Irrlicht a few years ago? I'm interested in using it but I don't know if it's compatible with my code since I'm using 1.8.1. I suppose trying it out won't hurt though :P Also 32 index suppo...
- Sat Apr 25, 2015 8:50 pm
- Forum: Beginners Help
- Topic: Collision response animator gravity changes depending on FPS
- Replies: 1
- Views: 638
Collision response animator gravity changes depending on FPS
I'm using the latest stable version 1.8.1 and when the frame rate changes the collision response animator changes gravity so if I'm falling the fall speed drops drastically and if FPS drops low jumps become much shorter. I figure this has to do with the fact that something is off with the timer. Is ...
- Mon Feb 17, 2014 3:19 am
- Forum: Beginners Help
- Topic: Manual FPS camera problem, setPosition() changes rotation.
- Replies: 7
- Views: 4451
Re: Manual FPS camera problem, setPosition() changes rotatio
Try debugging - print out the rotation every frame and see if you notice anything special when it starts to glitch. Maybe print out 'Target' as well. Good idea. I tried doing this before setPosition(), between setPosition() and setRotation() and after setRotation(). The rotation of the camera doesn...
- Sun Feb 16, 2014 8:26 pm
- Forum: Beginners Help
- Topic: Manual FPS camera problem, setPosition() changes rotation.
- Replies: 7
- Views: 4451
Re: Manual FPS camera problem, setPosition() changes rotatio
I'm sorry for reviving an old thread but I've been gone for a long time due to illness. I want to take up programming again though. I don't think your problem is that the camera rotates twice per frame. Because a frame is when you draw the scene - so you wouldn't be able to see that as it wouldn't d...