Search found 9 matches
- Tue Nov 03, 2015 10:44 am
- Forum: Advanced Help
- Topic: .MD2 Animated Mesh Interpolation
- Replies: 0
- Views: 948
.MD2 Animated Mesh Interpolation
Hi there, I want my animated meshes to smoothly interpolate on each frame iteration. However, the animations are only updated at the rate that is specified in the .MD2 files that I have loaded, which is in this case 36 frames per second (taken from Quake 2). The animations are not smooth. Regardless...
- Wed Apr 01, 2015 3:08 pm
- Forum: Bug reports
- Topic: Event Processing With External Window ID
- Replies: 8
- Views: 2642
Re: Event Processing With External Window ID
It works, cheers.
Do you guys plan on applying some kind of patch?
Do you guys plan on applying some kind of patch?
- Wed Apr 01, 2015 1:54 pm
- Forum: Bug reports
- Topic: Event Processing With External Window ID
- Replies: 8
- Views: 2642
Re: Event Processing With External Window ID
So all I need to do to avoid this problem is to get the Irrlicht device's timer and tick it each frame?
- Wed Apr 01, 2015 7:27 am
- Forum: Bug reports
- Topic: Event Processing With External Window ID
- Replies: 8
- Views: 2642
Re: Event Processing With External Window ID
I already have that parameter enabled.thanhle wrote:Apart from: params.EventReceiver = 0;
I think there is another option in the parameter.
params.IgnoreInput = true;
Regards,
thanh
- Wed Apr 01, 2015 3:45 am
- Forum: Bug reports
- Topic: Event Processing With External Window ID
- Replies: 8
- Views: 2642
Event Processing With External Window ID
Hi there, I am creating my Irrlicht context with custom creation parameters as here: irr::SIrrlichtCreationParameters irr_params; irr_params.EventReceiver = NULL; irr_params.WindowId = reinterpret_cast<void*>( window_handle ); All of my window events are handled manually and process things such ...
- Mon Feb 02, 2015 11:44 pm
- Forum: Bug reports
- Topic: OpenGL Shader Uniform Functions Incomplete
- Replies: 2
- Views: 1029
Re: OpenGL Shader Uniform Functions Incomplete
I don't believe it is entirely necessary either, but I was in the process of converting some raw OpenGL code to Irrlicht code and the incompatibility problem only arose then. 99% of the people who use Irrlicht will never find this to be a problem, but for the people with an interest in game engine f...
- Sun Feb 01, 2015 5:26 am
- Forum: Bug reports
- Topic: OpenGL Shader Uniform Functions Incomplete
- Replies: 2
- Views: 1029
OpenGL Shader Uniform Functions Incomplete
I've been investigating Irrlicht's OpenGL and GLSL support and notice something interesting: COpenGLExtensionHandler::extGlUniform1fv(GLint loc, GLsizei count, const GLfloat *v) // pointer to data, using OpenGL function "glUniform1fv" While there is an Irrlicht method to use this "...
- Mon Jan 12, 2015 1:01 pm
- Forum: Beginners Help
- Topic: Shaders, 2D Rendering and OpenGL Rendering
- Replies: 1
- Views: 619
Shaders, 2D Rendering and OpenGL Rendering
Hi, I asked this question in the IRC channel but no one had any helpful advice: [21:18:54] <sigvatr> hi there [21:18:56] <sigvatr> i need a bit of help [21:19:04] <sigvatr> i'm trying to apply a shader to 2d drawing operations [21:19:06] <sigvatr> but i can't figure it out [21:19:15] <sigvatr> i can...
- Sat Aug 10, 2013 9:15 pm
- Forum: Advanced Help
- Topic: Using Irrlicht's collision engine in another engine
- Replies: 1
- Views: 404
Using Irrlicht's collision engine in another engine
Hi there, I was wondering if it's possible to use Irrlicht's collision engine alone without the rendering components of the code? I have another game engine I am using, but I really like Irrlicht's collision engine and want to use it in it without any other unnecessary Irrlicht stuff. If this isn't ...