Search found 18 matches

by Squareys
Wed Feb 11, 2015 10:07 pm
Forum: Open Discussion and Dev Announcements
Topic: Is Irrlicht Dead?
Replies: 13
Views: 4924

Re: Is Irrlicht Dead?

CuteAlien wrote:And then switch to git, merge ogl-es, kick out dx8
Did I really read switch to git? :D Awesome! Very excited!
by Squareys
Thu Oct 23, 2014 1:52 pm
Forum: Open Discussion and Dev Announcements
Topic: Flexible Vertex Format - special SVN branch is ready!!!
Replies: 135
Views: 132258

Re: Flexible Vertex Format - special SVN branch is ready!!!

Is somebody already working on the IMeshManipulator methods? I would have a look at it.

Beautiful, beautiful code in that branch, very excited!
But I see how this will not be merged before 2.0 :D It breaks the API "a bit" :lol:
by Squareys
Thu Oct 23, 2014 10:06 am
Forum: Open Discussion and Dev Announcements
Topic: Flexible Vertex Format - special SVN branch is ready!!!
Replies: 135
Views: 132258

Re: Flexible Vertex Format - special SVN branch is ready!!!

Does this mean, the shader-pipeline branch is complete/finished?
by Squareys
Wed Oct 22, 2014 4:13 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 38994

Re: Irrlicht 2.0 - What's in store for the future!

Moving to git/github would be great, I find it a lot more clear, (github) enables better communication and discussion of code, merging seems easier (that impression may come from me having more experience with git), branching is way easier. The only thing it doesn't handle well is binary files (whic...
by Squareys
Wed Oct 22, 2014 3:22 pm
Forum: Open Discussion and Dev Announcements
Topic: Flexible Vertex Format - special SVN branch is ready!!!
Replies: 135
Views: 132258

Re: Flexible Vertex Format - special SVN branch is ready!!!

Hello all! What is the current state of the FVF branch and what is there left to be done for it to be merged into trunk/ogles? Or will it remain a decision to the individual whether to use traditional irrlicht vertex types or the FVF? I am guessing nobody had time to finish this, so maybe somebody c...
by Squareys
Mon Sep 08, 2014 3:05 pm
Forum: Code Snippets
Topic: TODO in quaternion.h
Replies: 2
Views: 1476

TODO in quaternion.h

Hello all! I just stumbled upon this TODO code on line 242 in quaternion.h:           const f32 scale = sqrtf(diag) * 2.0f; // get scale from diagonal           // TODO: speed this up         X = (m[6] - m[9]) / scale;         Y = (m[8] - m[2]) / scale;         Z = (m[1] - m[4]) / scale;         W ...
by Squareys
Sat Mar 15, 2014 12:54 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

@hendu: I updated your patch for the current revision and added it to your ticket on sourceforge. Let's hope this get's through, it actually works perfectly :)
by Squareys
Thu Mar 13, 2014 7:45 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

Okay, thanks.


@hendu: How do you know all this version stuff. I tried googling stuff like that, but I found it rather hard to find. :)
I will try your patch tomorrow. If it still works, I will try to draw some attention to it on sourceforge.
by Squareys
Thu Mar 13, 2014 7:21 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

Oh, well, maybe we can push that through...

Packed Renderbuffer is definitely possible, since that's how I got that to work. Packed Texture2D Attachments might not be, though.

I'm still very confused: What are the advantages of Texture2D attachmens over Renderbuffers?
by Squareys
Thu Mar 13, 2014 1:48 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

Indeed they are. Sorry about that. Still, the stencil attachment cannot be used, because "createDepthTexture()" always creates the COpenGLFBODepthTexture with useStencil to default false. On the other issue, why does Irrlicht use renderbuffers in one case and textures in the other, or at l...
by Squareys
Thu Mar 13, 2014 12:27 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

Here is the explanation: The following code was taken from the the file source/irrlicht/COpenGLTexture.cpp in the newest revision of trunk (4718) and begins at line 913.   COpenGLFBODepthTexture::COpenGLFBODepthTexture(         const core::dimension2d<u32>& size,         const io::path& name...
by Squareys
Thu Mar 13, 2014 12:00 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

The existing code ist not correct. And I think you are confusing renderbuffers with framebufferobjects. Give me 30 minutes and I will explain why in detail. By the way: In my first post, card and driver are listet. You just need to read. Also, from the screenshot you can tell, that it actually works...
by Squareys
Thu Mar 13, 2014 9:43 am
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

I don't know, I didn't write the code for the depth and stencil texture attachments ;) I will take that as an encouragment to do a clean fix and create a patch.

Where or to whom do I submit patches?
by Squareys
Wed Mar 12, 2014 10:23 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

I got it to work :) Here's an image of the stencil buffers working on RTTs ;) https://scontent-a-fra.xx.fbcdn.net/hphotos-prn2/t31.0-8/s720x720/1888806_440271402769716_711557470_o.png ( linked from https://www.facebook.com/VhiteRabbit , I put it there. ) Solution: First of all, createDepthTexture()...
by Squareys
Wed Mar 12, 2014 1:57 pm
Forum: Bug reports
Topic: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Buffer
Replies: 23
Views: 8500

Re: [open/new] OpenGLDriver > TargetTexture/FBO & Stencil Bu

Okay, great. Is there anything I can do meanwhile?

It seems, stencil shadows still don't work, even with the stencil buffer attatched. I would probably give it a try to find the reason for that.