Hey, that looks really cool! It looks like a class-room where a car race it taking place in the night :)
I laughed a lot about the sentence "failure is not an option"... man this reminds me on my school time ;)
I'm really happy that the IrrIMGUI bindings and the CMake project helps you. At the ...
Search found 37 matches
- Thu Aug 11, 2016 9:25 am
- Forum: Project Announcements
- Topic: Irrlicht IMGUI binding
- Replies: 20
- Views: 17045
- Mon Jun 27, 2016 9:24 pm
- Forum: Project Announcements
- Topic: Irrlicht IMGUI binding
- Replies: 20
- Views: 17045
Re: Irrlicht IMGUI binding
Hi bkeys,
that are good news :)
Improving the CMake script to find irrlicht automatically sounds like a good idea.
However having IMGUI as a direct submodule inside the IrrIMGUI repository is not perfect from my point of view. Since this could give licence issues (the licences of IMGUI are very ...
that are good news :)
Improving the CMake script to find irrlicht automatically sounds like a good idea.
However having IMGUI as a direct submodule inside the IrrIMGUI repository is not perfect from my point of view. Since this could give licence issues (the licences of IMGUI are very ...
- Sun Jun 26, 2016 6:39 pm
- Forum: Project Announcements
- Topic: Irrlicht IMGUI binding
- Replies: 20
- Views: 17045
Re: Irrlicht IMGUI binding
Hi,
I tried to use shaders around a half your ago, but Irrlicht is disabling custom shaders (hardcoded) for 2D drawings, so it did not work without changing the irrlicht source a lot. :(
Maybe Irrlicht 1.9 or later versions will support this, It would be really cool... or maybe I will find time in ...
I tried to use shaders around a half your ago, but Irrlicht is disabling custom shaders (hardcoded) for 2D drawings, so it did not work without changing the irrlicht source a lot. :(
Maybe Irrlicht 1.9 or later versions will support this, It would be really cool... or maybe I will find time in ...
- Sat Oct 03, 2015 2:49 pm
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Re: Use shader for 2D triangle primitives?
Thanks, I will have a deeper look into it the next days 
- Sat Oct 03, 2015 12:14 pm
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Re: Use shader for 2D triangle primitives?
Thanks for the answer.
Yes of course this must be tested very well.
I just asked because I think about patching it on my local Irrlicht copy.
Do you have a hint where to look for?
Is the main driver file the correct one (for example COpenGLDriver.cpp)? Or is this located in another file.
You ...
Yes of course this must be tested very well.
I just asked because I think about patching it on my local Irrlicht copy.
Do you have a hint where to look for?
Is the main driver file the correct one (for example COpenGLDriver.cpp)? Or is this located in another file.
You ...
- Sat Oct 03, 2015 11:04 am
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Re: Use shader for 2D triangle primitives?
Hi Hendu,
I have one other question. You wrote:
The 2d functions prevent using shaders...
Was this a design decision on purpose, because shaders for 2D element would not work correctly with Irrlicht. Or is this somehow a side-effect of the 2D function implementation that was not intended, but ...
I have one other question. You wrote:
The 2d functions prevent using shaders...
Was this a design decision on purpose, because shaders for 2D element would not work correctly with Irrlicht. Or is this somehow a side-effect of the 2D function implementation that was not intended, but ...
- Fri Oct 02, 2015 8:18 am
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Re: Use shader for 2D triangle primitives?
Yes with:
(see full code-example above)
Or is there another switch for that?
Code: Select all
pDriver->enableMaterial2D(true);
Or is there another switch for that?
- Thu Oct 01, 2015 8:57 pm
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Re: Use shader for 2D triangle primitives?
Hi,
I already set the material type of the 2D override material:
pDriver->getMaterial2D() = Glass;
I also tried to set it directly without assign the prepared Material.
Too bad, that 2D primitives are not supporting this.
I don't want to draw a full screen rect, I just wanted to draw some ...
I already set the material type of the 2D override material:
pDriver->getMaterial2D() = Glass;
I also tried to set it directly without assign the prepared Material.
Too bad, that 2D primitives are not supporting this.
I don't want to draw a full screen rect, I just wanted to draw some ...
- Thu Oct 01, 2015 8:14 pm
- Forum: Beginners Help
- Topic: Use shader for 2D triangle primitives?
- Replies: 9
- Views: 1602
Use shader for 2D triangle primitives?
Hello
I draw some triangles with "draw2DVertexPrimitiveList" and try to set a Material with a Shader.
However the shader is not applied to that triangles, they just use the default solid material type.
This is my code to load the shader:
video::IGPUProgrammingServices * const pGPUService ...
I draw some triangles with "draw2DVertexPrimitiveList" and try to set a Material with a Shader.
However the shader is not applied to that triangles, they just use the default solid material type.
This is my code to load the shader:
video::IGPUProgrammingServices * const pGPUService ...
- Wed Sep 30, 2015 2:11 pm
- Forum: Project Announcements
- Topic: Irrlicht IMGUI binding
- Replies: 20
- Views: 17045
Re: Irrlicht IMGUI binding
Today I released Version 0.2
Now you can use an Irrlicht High Level driver for drawing the GUI (do not compile with Native OpenGL driver option to use it!).
The new driver has reasonable performance, even if it is must use some workarounds, that are not good for performance.
I will check further if ...
Now you can use an Irrlicht High Level driver for drawing the GUI (do not compile with Native OpenGL driver option to use it!).
The new driver has reasonable performance, even if it is must use some workarounds, that are not good for performance.
I will check further if ...
- Wed Sep 30, 2015 2:02 pm
- Forum: Advanced Help
- Topic: Crispy Image Textures in DirectX9
- Replies: 2
- Views: 977
Re: Crispy Image Textures in DirectX9
Hi
Thanks for your suggestion. I have not looked at the driver settings so far, but I will check and also checking it on different computers is a good idea.
Best regards,
Graf Zahl
Thanks for your suggestion. I have not looked at the driver settings so far, but I will check and also checking it on different computers is a good idea.
Best regards,
Graf Zahl
- Wed Sep 30, 2015 9:46 am
- Forum: Advanced Help
- Topic: Crispy Image Textures in DirectX9
- Replies: 2
- Views: 977
Crispy Image Textures in DirectX9
Hello
For some GUI testes I draw some images in 2D mode to the screen.
They are scaled down and OpenGL filter these images very nice:
http://irrlicht.avradio.de/non-crispy.png
But in DirectX9 the same pictures are a little bit crispy:
http://irrlicht.avradio.de/crispy.png
I switched on ...
For some GUI testes I draw some images in 2D mode to the screen.
They are scaled down and OpenGL filter these images very nice:
http://irrlicht.avradio.de/non-crispy.png
But in DirectX9 the same pictures are a little bit crispy:
http://irrlicht.avradio.de/crispy.png
I switched on ...
- Wed Sep 30, 2015 9:35 am
- Forum: Advanced Help
- Topic: [GUI] Blurry text in OpenGL with high AntiAlias values.
- Replies: 8
- Views: 6260
Re: [GUI] Blurry text in OpenGL with high AntiAlias values.
I understand this... From my point of view the code change it not very simple, since it might be done at several functions inside the OpenGL driver. Furthermore I don't even know if this is possible or if it will have major drawbacks.
So it is clear, that this might be a risky change, that needs to ...
So it is clear, that this might be a risky change, that needs to ...
- Wed Sep 30, 2015 8:09 am
- Forum: Bug reports
- Topic: [1.8.3; OpenGL] "moving" Clipping Planes
- Replies: 0
- Views: 1501
[1.8.3; OpenGL] "moving" Clipping Planes
Hello
I think I found an issue in Irrlicht that is related to clipping planes.
After drawing my 3D scene, I use the function "draw2DVertexPrimitiveList" to draw GUI elements to the screen. For this GUI elements I need some kind of scissoring (Scissor test or something like that). However this is ...
I think I found an issue in Irrlicht that is related to clipping planes.
After drawing my 3D scene, I use the function "draw2DVertexPrimitiveList" to draw GUI elements to the screen. For this GUI elements I need some kind of scissoring (Scissor test or something like that). However this is ...
- Tue Sep 29, 2015 9:18 pm
- Forum: Advanced Help
- Topic: [GUI] Blurry text in OpenGL with high AntiAlias values.
- Replies: 8
- Views: 6260
Re: [GUI] Blurry text in OpenGL with high AntiAlias values.
One update from my side here:
In the current version of my IMGUI renderer I just subtract from every vertex -0.375 from X and Y. With this I get a clear and non-blurry text and GUI output, even when Anti-Aliasing is enabled with very high values.
So it seems to be a workaround to compensate the +0 ...
In the current version of my IMGUI renderer I just subtract from every vertex -0.375 from X and Y. With this I get a clear and non-blurry text and GUI output, even when Anti-Aliasing is enabled with very high values.
So it seems to be a workaround to compensate the +0 ...