Search found 10 matches

by Joe_R
Tue Mar 14, 2017 3:38 pm
Forum: Bug reports
Topic: Irrlicht texture memory leak in Direct3D 9 driver
Replies: 8
Views: 2133

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 ...
by Joe_R
Thu Nov 03, 2016 12:10 pm
Forum: Bug reports
Topic: Irrlicht texture memory leak in Direct3D 9 driver
Replies: 8
Views: 2133

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...
by Joe_R
Wed Nov 02, 2016 2:16 pm
Forum: Bug reports
Topic: Irrlicht texture memory leak in Direct3D 9 driver
Replies: 8
Views: 2133

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...
by Joe_R
Wed Nov 02, 2016 12:18 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht with cubemap support
Replies: 77
Views: 20335

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...
by Joe_R
Tue Oct 25, 2016 12:37 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht with cubemap support
Replies: 77
Views: 20335

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...
by Joe_R
Fri Aug 12, 2016 3:32 pm
Forum: Beginners Help
Topic: Multiply color (particle system). Dark smoke?
Replies: 13
Views: 2108

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...
by Joe_R
Fri Aug 12, 2016 3:18 pm
Forum: Beginners Help
Topic: Multiply color (particle system). Dark smoke?
Replies: 13
Views: 2108

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...
by Joe_R
Fri Aug 12, 2016 2:53 pm
Forum: Beginners Help
Topic: Multiply color (particle system). Dark smoke?
Replies: 13
Views: 2108

Re: Multiply color (particle system). Dark smoke?

Yeah, you're right :D 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 :)
by Joe_R
Fri Aug 12, 2016 1:41 pm
Forum: Beginners Help
Topic: Multiply color (particle system). Dark smoke?
Replies: 13
Views: 2108

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...
by Joe_R
Wed Aug 10, 2016 6:42 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3517

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...