Thank you very much!
Search found 20 matches
- Wed Apr 16, 2014 9:43 am
- Forum: Beginners Help
- Topic: [SOLVED] Irrlicht 1.9, Google ANGLE, and DXT1 texture.
- Replies: 2
- Views: 689
Re: Irrlicht 1.9, Google ANGLE, and DXT1 texture.
You are right, nvidia drivers don't have "ANGLE_texture_compression_dxt". I thought ANGLE needs only "EXT_texture_compression_dxt1" to support DXT textures. That's sad
Thank you very much!
Thank you very much!
- Tue Apr 15, 2014 7:04 pm
- Forum: Beginners Help
- Topic: [SOLVED] KTX loader - "Could not load texture" error
- Replies: 4
- Views: 1204
Re: KTX loader - "Could not load texture" error
Thank you, very much! That's exactly what was wrong.
I definitely will learn to use debugger.
)
I definitely will learn to use debugger.
)
- Tue Apr 15, 2014 6:54 pm
- Forum: Beginners Help
- Topic: [SOLVED] Irrlicht 1.9, Google ANGLE, and DXT1 texture.
- Replies: 2
- Views: 689
[SOLVED] Irrlicht 1.9, Google ANGLE, and DXT1 texture.
I try to load DXT texture w/ Irrlicht 1.9 (GLES2 backend, Google ANGLE as emulator), but get error from Irrlicht: "DXT texture compression not available." My desktop driver definitely supports DXT1 compression. As far as I know ANGLE also supports it. What is wrong? Is it possible to load compressed ...
- Tue Apr 15, 2014 11:43 am
- Forum: Beginners Help
- Topic: [SOLVED] KTX loader - "Could not load texture" error
- Replies: 4
- Views: 1204
Re: KTX loader - "Could not load texture" error
What do you mean? dataSize is local variable - initially it can be any value (not only 0). If you know what is wrong, please, could you point it out.
- Tue Apr 15, 2014 4:54 am
- Forum: Beginners Help
- Topic: [SOLVED] KTX loader - "Could not load texture" error
- Replies: 4
- Views: 1204
[SOLVED] KTX loader - "Could not load texture" error
I try to implement KTX loader for Irrlicht. The implementation is limited: only supported format is ECF_ETC1 + loaded KTX must contain mipmaps.
Here is my code (please, note that i'm just beginning c++ programming :wink: ).
//CImageLoaderKTX.h
#ifndef __C_IMAGE_LOADER_KTX_H_INCLUDED__
#define __C ...
Here is my code (please, note that i'm just beginning c++ programming :wink: ).
//CImageLoaderKTX.h
#ifndef __C_IMAGE_LOADER_KTX_H_INCLUDED__
#define __C ...
- Tue Apr 15, 2014 4:36 am
- Forum: Beginners Help
- Topic: [SOLVED] Problem with circular includes in irrlicht 1.9?
- Replies: 4
- Views: 622
Re: [SOLVED] Problem with circular includes in irrlicht 1.9?
Thank you, very much! That's exactly what was wrong.
- Thu Apr 10, 2014 2:31 pm
- Forum: Beginners Help
- Topic: [SOLVED] Problem with circular includes in irrlicht 1.9?
- Replies: 4
- Views: 622
Re: Problem with circular includes in irrlicht 1.9?
This doesn't look like a current version (include for IContextManager isn't in line 12 but line 20 in current svn ogl branch).
I just removed all comments from source files (easier to read). Anyway, please, can you say (based on this gcc output) what file I should edit/explore to find the problem ...
I just removed all comments from source files (easier to read). Anyway, please, can you say (based on this gcc output) what file I should edit/explore to find the problem ...
- Thu Apr 10, 2014 1:07 pm
- Forum: Beginners Help
- Topic: [SOLVED] Problem with circular includes in irrlicht 1.9?
- Replies: 4
- Views: 622
[SOLVED] Problem with circular includes in irrlicht 1.9?
I try to compile CEGLManager.cpp w/ MinGW and get this error:
In file included from CEGLManager.h:12:0,
from CEGLManager.cpp:1:
../include/IContextManager.h:10:3: error: expected class-name before '{' token
make: *** [gles2/CEGLManager.o] Error 1
Seems like sort of circular includes/references ...
In file included from CEGLManager.h:12:0,
from CEGLManager.cpp:1:
../include/IContextManager.h:10:3: error: expected class-name before '{' token
make: *** [gles2/CEGLManager.o] Error 1
Seems like sort of circular includes/references ...
- Sat Mar 08, 2014 6:21 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 236953
Re: irrb 0.4 (Blender Exporter)
Hi,
I'm trying to use Irrb but I can't make it work in Blender 2.62.
I downloaded the latest SVN version and copied the scripts to Blender scripts/addons directory.
I can activate the import-export Addon in Blender User Preferences, but when I select some meshes and I go to export, I got no ...
I'm trying to use Irrb but I can't make it work in Blender 2.62.
I downloaded the latest SVN version and copied the scripts to Blender scripts/addons directory.
I can activate the import-export Addon in Blender User Preferences, but when I select some meshes and I go to export, I got no ...
- Wed Mar 05, 2014 12:58 pm
- Forum: Beginners Help
- Topic: [SOLVED] draw3DLine not working
- Replies: 5
- Views: 822
Re: draw3DLine not working
Thank you, very much!
I didn't know because read only documentation/comments inside source files.
I didn't know because read only documentation/comments inside source files.
- Wed Mar 05, 2014 11:12 am
- Forum: Beginners Help
- Topic: [SOLVED] draw3DLine not working
- Replies: 5
- Views: 822
[SOLVED] draw3DLine not working
I need to draw line in 3d (white line on black background). I use OpenGL driver. Similar function that draws 2d line works great, but draw3DLine doesn't work.
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,0,0,0));
driver->draw3DLine(core::vector3df(0, 0, 0), core ...
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,0,0,0));
driver->draw3DLine(core::vector3df(0, 0, 0), core ...
- Wed Feb 26, 2014 6:13 am
- Forum: Beginners Help
- Topic: draw2DImage - without clipping
- Replies: 2
- Views: 395
Re: draw2DImage - without clipping
Yes, I already use it, but this seems to be the most straightforward approach.
- Tue Feb 25, 2014 3:23 am
- Forum: Beginners Help
- Topic: draw2DImage - without clipping
- Replies: 2
- Views: 395
draw2DImage - without clipping
draw2DImage() in COpenGLDriver class will render image relative to screen coordinates (so even if camera moves the image will kind of move with it). I want the image to be rendered only at it's specific position (call it absolute position) - so when camera moves the image will scroll out and then ...
- Thu Feb 06, 2014 3:48 pm
- Forum: Beginners Help
- Topic: [SOLVED] createDeviceDependentTexture() parameters
- Replies: 1
- Views: 251
Re: createDeviceDependentTexture() funciton and it's paramet
Actually, it has signature:
That changes everything - mipmapData is the default parameter, we can pass 0.
Code: Select all
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
- Thu Feb 06, 2014 3:14 pm
- Forum: Beginners Help
- Topic: [SOLVED] createDeviceDependentTexture() parameters
- Replies: 1
- Views: 251
[SOLVED] createDeviceDependentTexture() parameters
I try to load GLES1 texture from file.
In CNullDriver.cpp I found this:
texture = createDeviceDependentTexture(image, hashName.size() ? hashName : file->getFileName() );
createDeviceDependentTexture() must take 3 parameters, but I see only 2. It has signature
ITexture* CNullDriver ...
In CNullDriver.cpp I found this:
texture = createDeviceDependentTexture(image, hashName.size() ? hashName : file->getFileName() );
createDeviceDependentTexture() must take 3 parameters, but I see only 2. It has signature
ITexture* CNullDriver ...