Search found 13 matches
- Fri Mar 18, 2016 2:51 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Np, you're welcome.
- Fri Mar 18, 2016 1:01 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Is there any easy way to get the sprite bank of a bitmap font with IrrlichtLime ?
You could do it with http://irrlicht.sourceforge.net/docu/cl ... itmap.html using Irrlicht but it seems it is not implemented in Lime.
You could do it with http://irrlicht.sourceforge.net/docu/cl ... itmap.html using Irrlicht but it seems it is not implemented in Lime.
- Thu Mar 10, 2016 2:12 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Great ! Thanks for your work, I was already working with the 528 trunk version but i'll test this one out asap
- Thu Feb 25, 2016 3:33 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4714
Re: getSceneNodeAndCollisionPointFromRay works awfully
Yes it does use the view frustum to make a 3d ray from your screen coordinates, and thus the FarValue of the camera, here is the function's code : core::line3d<f32> CSceneCollisionManager::getRayFromScreenCoordinates( const core::position2d<s32> & pos, ICameraSceneNode* camera) { core::l...
- Thu Feb 25, 2016 2:01 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4714
Re: getSceneNodeAndCollisionPointFromRay works awfully
I'm not sure but if I remember correctly there was a significant difference between the drawn ray and my cursor's position at pretty big values like 1000000+, it can easily be tested with the draw3DLine function if you want. I just wanted to say it because one might think "i'm going to set a bi...
- Thu Feb 25, 2016 1:11 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4714
Re: getSceneNodeAndCollisionPointFromRay works awfully
I haven't read the full thread but as far as I'm concerned I encountered a similar issue a few weeks ago and it was caused by the fact that the farValue of my camera was too big which caused getRayFromScreenCoordinates() to be imprecise and resulted in a bad node selection. Just saying since it migh...
- Thu Feb 25, 2016 12:50 pm
- Forum: Advanced Help
- Topic: Weird D3D9 behavior with textures
- Replies: 5
- Views: 2485
Re: Weird D3D9 behavior with textures
Thanks for answering quickly, yes I know there was a texture memory leak that got fixed a few days ago, at first i thought it was the issue so i made sure i had the right version. I actually tested that little code with 1.8.3, rev5104 and rev5267(latest) and none of them have the memory leak you're ...
- Thu Feb 25, 2016 10:57 am
- Forum: Advanced Help
- Topic: Weird D3D9 behavior with textures
- Replies: 5
- Views: 2485
Weird D3D9 behavior with textures
Hello, I'm fairly sure i've ran into an anomaly with the D3D9 driver. When I run the following code (which basically does nothing but loading/removing textures) I get very different results when it comes to memory with D3D9 and OpenGL. If I load/draw a big texture for a few frames then remove it and...
- Wed Jan 06, 2016 1:00 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
I was going to say that I tested the patch last week and it was working fine except for a few lines I had to remove but I just saw that you've actually already added it to the trunk, thanks.
- Thu Dec 24, 2015 2:09 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Hey Foaly, thx for answering quickly. Hey Lumlum. Sadly I didn't have time recently to keep Lime up-to-date. The last release was in April 2014, my last commit was in April 2015. Are you using the trunk version or 1.4? I always tried to keep the trunk as stable as possible, so if you want the most u...
- Tue Dec 22, 2015 12:09 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187174
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Hello, I've been using and testing Irrlicht along with Irrlicht Lime the past few weeks because I plan to use it in a future 4 months project. Everything has been working pretty well so far except for a few things such as http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=51126 . However ...
- Mon Dec 21, 2015 3:20 pm
- Forum: Advanced Help
- Topic: Anti-aliasing OpenGL Intel HD 4000
- Replies: 2
- Views: 1287
Re: Anti-aliasing OpenGL Intel HD 4000
I tried with 2, 4, 8 and even 16, none worked. I used the Win32Window example to test it, i only added a line of code to enable AA in the params just before the device is created.
It looks like this guy http://irrlicht.sourceforge.net/forum/v ... =4&t=50910 had a very similar issue.
It looks like this guy http://irrlicht.sourceforge.net/forum/v ... =4&t=50910 had a very similar issue.
- Mon Dec 21, 2015 2:44 pm
- Forum: Advanced Help
- Topic: Anti-aliasing OpenGL Intel HD 4000
- Replies: 2
- Views: 1287
Anti-aliasing OpenGL Intel HD 4000
Hello everyone, AntiAlias does not work with OpenGL on one of my computers, it works fine with Direct3D9. It has a HD 4000 Intel graphics and everything is up to date. I can get FSAA x8 to work using OpenGL Extension Viewer but it looks like no matter what I do, Irrlicht's AA won't work. The only ti...