Search found 10 matches
- Tue Mar 14, 2017 3:38 pm
- Forum: Bug reports
- Topic: Irrlicht texture memory leak in Direct3D 9 driver
- Replies: 8
- Views: 2253
Re: Irrlicht texture memory leak in Direct3D 9 driver
Sorry, I've completely forgot about this topic. I used memory snapshots in VS2015. I took the snapshots after device->drop() was called in my example code (so the console window was still open), and the allocated memory increased after every iteration. If I changed the used texture slot to anything ...
- Thu Nov 03, 2016 12:10 pm
- Forum: Bug reports
- Topic: Irrlicht texture memory leak in Direct3D 9 driver
- Replies: 8
- Views: 2253
Re: Irrlicht texture memory leak in Direct3D 9 driver
Yesterday I have tried it with the newest trunk version, the problem is still there (the version I use for my main project is 1-1.5 months old, so I thought it would be a useful information for you). I've tried it with the 1.8.4. version too, that seems to work properly (I can't revert to 1.8.4. bec...
- Wed Nov 02, 2016 2:16 pm
- Forum: Bug reports
- Topic: Irrlicht texture memory leak in Direct3D 9 driver
- Replies: 8
- Views: 2253
Irrlicht texture memory leak in Direct3D 9 driver
I'm using a recent trunk version of Irrlicht, with the Direct3D 9 driver. I have the value of _IRR_MATERIAL_MAX_TEXTURES_ set to 5. If I assign a texture to the 5th channel the rendering works properly. However in my application the visualisation part can be loaded and unloaded muliple times. If I u...
- Wed Nov 02, 2016 12:18 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht with cubemap support
- Replies: 77
- Views: 21617
Re: Irrlicht with cubemap support
Yes, I know that, however setMaterialTexture doesn't increase the reference count. The reference count of cubemapTexture is set to 1 when I call driver->addTextureCubemap and decreased to 0 when the driver is destructed. The IImage instances I use to load the 6 textures are dropped after creating th...
- Tue Oct 25, 2016 12:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht with cubemap support
- Replies: 77
- Views: 21617
Re: Irrlicht with cubemap support
Hello! I'm using a recent trunk version of Irrlicht (Direct3D 9 driver) with the cubemap support. In my case the display window can be closed and reopened by the application, so the irrlicht device can be opened/closed multiple times. If I'm using cubemaps, a strange memory leak appears. I create th...
- Fri Aug 12, 2016 3:32 pm
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2291
Re: Multiply color (particle system). Dark smoke?
OK, it's solved. I looked it up in the Irrlicht source code, the correct color values are written to the vertex's color attribute. So the following shaders can do the desired, fading-out texured particles: vertex: float4x4 realVP; struct VSOut { float4 Pos : POSITION; float4 color : COLO...
- Fri Aug 12, 2016 3:18 pm
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2291
Re: Multiply color (particle system). Dark smoke?
When I create my particle fade out affector I do the following: IParticleAffector* pafFade = ps->createFadeOutParticleAffector(irr::video::SColor(0, 255, 255, 255), 1750); If I don't set a texture and use the EMT_TRANSPARENT_ALPHA_CHANNEL material type, the fade effect works like a charm, bu...
- Fri Aug 12, 2016 2:53 pm
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2291
Re: Multiply color (particle system). Dark smoke?
Yeah, you're right Don't know how I couldn't find this typo on my own Kind of embarassing. Still can't access the correct material colors though, but I'll take another look. Seems like I'm not in a good form today
- Fri Aug 12, 2016 1:41 pm
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2291
Re: Multiply color (particle system). Dark smoke?
I'm trying to achieve the same as suliman (I want my textured particles to fade out with time), but I have no problem with using a shader for that purpose. I could render textured particles without using a shader. After that I tried to do the same in a shader, but the texture is not appearing (geome...
- Wed Aug 10, 2016 6:42 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3759
Re: Future of shader-pipeline branch
Hello! What is the current status of this? In the last month or so I've spent my time experimenting with Irrlicht (trunk version) and HLSL shaders (I implemented cascaded shadow mapping, reflections, basic per-pixel shading, etc). I would like to step to DirectX 11 territory :) . Do you recommend th...