Try disabling filtering (bilinear/trilinear/anisotropic) and also mipmapsAny tips on improving the sharpness of the texture?
Search found 119 matches
- Wed Sep 29, 2010 2:56 pm
- Forum: Beginners Help
- Topic: Isometric 2.5D Engine Journey - Help needed :(
- Replies: 10
- Views: 2566
- Fri Sep 28, 2007 10:05 am
- Forum: Beginners Help
- Topic: Code::Blocks, mingw, and "need to define an architectur
- Replies: 5
- Views: 1533
Yes. Works with DX libs as they come with the DX SDK (no need to convert them or anything). At least gcc-3.4.5 worked with them, last time I tried (which is admittedly a year ago, or so).walkeraj wrote: Just to clarify, Irrlicht CAN be compiled with mingw to have both OpenGL and Drectx9 capabilities, right?
- Thu Sep 27, 2007 12:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Improving the Irrlicht release management
- Replies: 17
- Views: 2840
Moreover it increases the bandwidth demand as you have to check-out a complete new repository. This is a flaw in SVN design and this is why I dislike the tagging mechanism of SVN.
You should *really* read the SVN book . It will make you more productive with subversion.
If you 're in a hurry, just ...
You should *really* read the SVN book . It will make you more productive with subversion.
If you 're in a hurry, just ...
- Sat May 26, 2007 11:04 am
- Forum: Project Announcements
- Topic: irrlamb - 3d physics game
- Replies: 12
- Views: 8841
Jacky_J I have to give you thumbs up not only for the game itself, which is very well done, but also for the most clean, concise and easily understandable piece of code I 've ever seen on the net. Although I wouldn't agree with some of your design decisions, still you have my respect for writing ...
- Wed Feb 07, 2007 1:05 pm
- Forum: Competition Time!
- Topic: Newyears challenge 2006/2007
- Replies: 54
- Views: 39562
- Thu Jan 18, 2007 12:53 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Simulating reflections
- Replies: 38
- Views: 15353
- Thu Jan 18, 2007 11:08 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Simulating reflections
- Replies: 38
- Views: 15353
Right there, sitting...sio2 wrote: The other issue is that Irrlicht doesn't currently have user-clip-planes. When drawing the reflections it would be nice to clip all geometry. Something else to add to Irrlicht...
- Sat Oct 28, 2006 10:45 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
- Sat Oct 28, 2006 6:50 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
- Sat Oct 28, 2006 5:43 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
Where in the underwater effect do you use "cull front face but not back face"? And what is the effect of setting "global cull front face, material cull back face" or "global cull back face, material don't cull back face"? This addition is really not clear to me. But I've never programmed any fancy ...
- Fri Oct 27, 2006 6:42 am
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
- Mon Oct 23, 2006 3:45 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
For those interested on what I had to do to make irrlicht do this
.
I have now submitted the patches I had to create to make this work in the patch tracker.
Located here.
I have now submitted the patches I had to create to make this work in the patch tracker.
Located here.
- Sun Oct 22, 2006 7:23 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
- Sun Oct 22, 2006 6:28 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
- Sun Oct 22, 2006 4:26 pm
- Forum: Code Snippets
- Topic: What a couple of *minor* patches can do :)
- Replies: 25
- Views: 10219
oh, the frame buffer objects.. Okay I just tried this patch, but the rtt example shows it only renders to the area that would be inside the screen, even after the patch. I didn't investigate any further yet, I'm guessing its something to do with cameras using the screen size rather than the render ...