Search found 21 matches
- Wed Oct 14, 2015 6:41 pm
- Forum: Advanced Help
- Topic: DEBUG or _DEBUG?
- Replies: 1
- Views: 678
DEBUG or _DEBUG?
Hi, I am using the iOS branch of Irrlicht. the sample project compiles and runs properly. However, I couldn't figure out how the macro "_DEBUG" is defined when compile for iOS. what Xcode defined is "DEBUG". do I need to change the XCode project file settings to define it myself?...
- Sun Oct 04, 2015 4:16 pm
- Forum: Advanced Help
- Topic: OGLES 3.0 on OGL-ES branch?
- Replies: 3
- Views: 1384
Re: OGLES 3.0 on OGL-ES branch?
Do we have a roughly timeline (or an estimation) when this will be available?
Thanks,
gtimworks
Thanks,
gtimworks
- Fri Oct 02, 2015 4:11 am
- Forum: Advanced Help
- Topic: OGLES 3.0 on OGL-ES branch?
- Replies: 3
- Views: 1384
OGLES 3.0 on OGL-ES branch?
Hi,
Does any one know what is the current status of the OGLES branch? What I really concerned is about real hardware instancing - which require OGLES 3.0 or above.
Thanks,
gtimworks
Does any one know what is the current status of the OGLES branch? What I really concerned is about real hardware instancing - which require OGLES 3.0 or above.
Thanks,
gtimworks
- Wed Sep 16, 2015 4:11 am
- Forum: Game Programming
- Topic: camera frustum query
- Replies: 3
- Views: 3824
Re: camera frustum query
thanks hendu.
- Fri Sep 11, 2015 2:58 pm
- Forum: Game Programming
- Topic: camera frustum query
- Replies: 3
- Views: 3824
camera frustum query
Hi there, is there a simple way to query whether an specific element is within the camera frustum? I need this information to determine whether to play a sound that corresponds to the element. If I understand it correctly "hardware occlusion query" doesn't work here because it goes per-pix...
- Tue Mar 17, 2015 3:01 am
- Forum: Advanced Help
- Topic: how to do off-axis projections
- Replies: 4
- Views: 1218
how to do off-axis projections
Hi guys, most of the time, when a 3d scene is projected to the 2d space, the target (where the camera is looking at) is projected at the center of the projected 2d screen. This is called on-axis projections, where (0,0) of the projected 2d space is at the center of the viewport. However, sometimes i...
- Sat Jan 17, 2015 3:08 am
- Forum: Game Programming
- Topic: GUI on iOS
- Replies: 1
- Views: 3836
GUI on iOS
I am trying to implement the GUI part (the main menu that player can choose levels, or the pause screen that use can decide resume the game, or get back to main menu, etc.) of my game on iOS, and I am wondering whether the Irrlicht built-in GUI framework would work on iOS. I looked at the tutorial 5...
- Wed Jan 22, 2014 1:46 pm
- Forum: Beginners Help
- Topic: proper way to init/deinit the engine
- Replies: 5
- Views: 637
Re: proper way to init/deinit the engine
When function "addHighLevelShaderMaterial" is called, one of the parameter is "userData", which will be referenced inside the callback function. I don't see a problem to have those materials stay in memory but the userData will definitely change from time to time. Ideally there s...
- Wed Jan 22, 2014 5:03 am
- Forum: Beginners Help
- Topic: proper way to init/deinit the engine
- Replies: 5
- Views: 637
Re: proper way to init/deinit the engine
Thanks guys. Following the suggestion I keep the device open across different levels. So I try to clean up the resources without shutting down the device. One of the issue I am facing is "addHighLevelShaderMaterialFromFiles". I am using OGLES2 so internally it creates a COGLES2MaterialRend...
- Tue Jan 21, 2014 4:53 am
- Forum: Beginners Help
- Topic: proper way to init/deinit the engine
- Replies: 5
- Views: 637
proper way to init/deinit the engine
I am working on a game prototype. For each level I am trying to init Irrlicht engine by calling _pDevice = createDeviceEx(param); and by the end of the level I call _pDevice->drop(); is this the proper way to init/deinit Irrlicht engine? I put the code in a loop side by side, and it looks li...
- Sun Dec 08, 2013 4:11 am
- Forum: Beginners Help
- Topic: how to enable hardware buffer
- Replies: 1
- Views: 301
how to enable hardware buffer
My understanding is that I don't need to do anything at the application level to enable hardware buffer (VBO). If I use the geometry creator to create a mesh the mapping hint will be set to static and the hardware buffer will be used automatically. However, I set a breakpoint at function createHardw...
- Tue Dec 03, 2013 3:09 am
- Forum: Beginners Help
- Topic: scene node bounding box
- Replies: 2
- Views: 543
scene node bounding box
Hi All, I am trying to implement a custom scene node that can do shader accelerated mesh instancing (the fake instancing, comparing to the real instancing that GLES 2 doesn't support). I am not sure how should I handle the bounding box of the scene node. Now I have up to 60 node instances, but I onl...
- Mon Dec 02, 2013 3:04 am
- Forum: Beginners Help
- Topic: material class or material type?
- Replies: 2
- Views: 261
Re: material class or material type?
thanks lumirion.
I was thinking material class is like SceneNode that you need to inherit from it to create your own customized class. That's why I got confused. It is just a data holder for the shaders being used.
I was thinking material class is like SceneNode that you need to inherit from it to create your own customized class. That's why I got confused. It is just a data holder for the shaders being used.
- Sun Dec 01, 2013 9:03 pm
- Forum: Beginners Help
- Topic: material class or material type?
- Replies: 2
- Views: 261
material class or material type?
Hi all, I am trying to understand how the class SMaterial is used inside Irrlicht. According to tutorial 10 "Shaders" material is related to shaders. But it looks like I can create my shaders and link them to a new material type, which is a new enum value I defined. I don't see a need to d...
- Sun Nov 10, 2013 3:33 pm
- Forum: Beginners Help
- Topic: NPOT texture as render target on OGLES2
- Replies: 3
- Views: 1189
Re: NPOT texture as render target on OGLES2
Hi hendu, Thanks for the reply. The following is quoted from the link you gave: This extension adds support for the REPEAT and MIRRORED_REPEAT texture wrap modes and the minification filters supported for non-power of two 2D textures, cubemaps and for 3D textures, if the OES_texture_3D extension is ...