Search found 21 matches
- Tue Apr 11, 2017 2:59 pm
- Forum: Beginners Help
- Topic: Networking serialization
- Replies: 13
- Views: 1368
Re: Networking serialization
Ok it's more clear. The ISerialize interface allow you to serialize/unserialize data as you want. If your class contains pointer, it will be up to you to serialize them too. But this pointer (if it is a class) could inherit itself of this ISerialize interface. You would then in the functions seriali...
- Tue Apr 11, 2017 12:12 pm
- Forum: Beginners Help
- Topic: Networking serialization
- Replies: 13
- Views: 1368
Re: Networking serialization
Ok see why you need the full image. Then when requesting the missing files, just store downloaded files. For this, a simple TCP connection with a while, a read from the file and a write to the socket with a buffer and you're done... I've never used Boost for network, in fact I always done my own net...
- Tue Apr 11, 2017 9:39 am
- Forum: Beginners Help
- Topic: Networking serialization
- Replies: 13
- Views: 1368
Re: Networking serialization
I want to keep the serialized object below 1400 bytes (fits into a char[1400]). If I were to use Cereal or Boost, would this complete the task? I don't know for Cereal, but Boost is a library containing a bunch of API to deal with different tasks... including networking. So I guess you want to send...
- Wed Apr 05, 2017 6:31 pm
- Forum: Beginners Help
- Topic: Handling of internationalization in CGUIFont
- Replies: 7
- Views: 708
Re: Handling of internationalization in CGUIFont
Hi,
You wrote CGUIFont, it isn't IGUIFont ? (Cannot find CGUIFont in the API documentation...)
I've tested your string "Iñtërnâtiônàlizætiøn" with the default font :
And the output is correct.
Could you show the generated PNG you load ?
You wrote CGUIFont, it isn't IGUIFont ? (Cannot find CGUIFont in the API documentation...)
I've tested your string "Iñtërnâtiônàlizætiøn" with the default font :
Code: Select all
env->getBuiltInFont();
Could you show the generated PNG you load ?
- Mon Apr 03, 2017 5:56 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
You're welcome.
By the way, 16 pixels padding was to small, texture bleeding start to show when looking far away.
I can store 9 textures of 256 * 256 pixels each with a padding of 42 pixels for each borders in one big image of 1024 * 1024.
By the way, 16 pixels padding was to small, texture bleeding start to show when looking far away.
I can store 9 textures of 256 * 256 pixels each with a padding of 42 pixels for each borders in one big image of 1024 * 1024.
- Mon Apr 03, 2017 3:46 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
When searching I found this article from Ogre3D's community: link . So I try the trick by using the following image, I decrease the number of different textures as I wanted to keep a size of 256 * 256 for each textures: https://preview.ibb.co/m5xYtv/terrain_anti_bleed.png And here a screenshot of th...
- Mon Apr 03, 2017 1:58 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
This is the way I implement it in my code. I add the half-pixel correction when I have U = 0.0f or V = 0.0f, and I subtract with U = 1.0f or V = 1.0f. Here the result when I zoom : https://preview.ibb.co/nxSzYv/glitch_halfpixel.png And if I look far away, blank line is shown, the far I look, the big...
- Sun Apr 02, 2017 8:00 pm
- Forum: Beginners Help
- Topic: What is S3DVertex2TCoords and how it works ?
- Replies: 3
- Views: 681
Re: What is S3DVertex2TCoords and how it works ?
Ok not a potential solution for what I was looking for... No optimization for me.
Thanks for the explanation, I'll definitively use this soon.
Thanks for the explanation, I'll definitively use this soon.
- Fri Mar 31, 2017 2:21 pm
- Forum: Beginners Help
- Topic: What is S3DVertex2TCoords and how it works ?
- Replies: 3
- Views: 681
What is S3DVertex2TCoords and how it works ?
Hello ! I'm using simple S3DVertex to build my custom scene node... And when looking to Irrlicht's API, I fall on this class. As the documentation specify, the constructor looks like: S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color, cons...
- Fri Mar 31, 2017 1:59 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
I've tested to mess with the far/near camera views, but no change. Well in anyway, I can't rely on this as a solution as I need to fully control this parameter.
Here, the problem isn't about "merging" between multiple nodes, it is for each node, in each node...
Here, the problem isn't about "merging" between multiple nodes, it is for each node, in each node...
- Thu Mar 30, 2017 7:27 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
I follow the tutorial on Shaders. I'm able to load vertex and pixel shaders files and apply the created material to my terrain scene node. I tested the shader with a piece of code doing a cel shading effect. So shaders compile and render properly. I force my texture by calling textureLod with a mipm...
- Thu Mar 30, 2017 2:00 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
... you can prevent it from reaching the lowest mip levels (when the textures start to mix between them) so you always have the looks of a single texture... So, actually, I have an half-pixel correction on the UV of my vertices, which fix the left-top borders. So for the others borders, I may use a...
- Wed Mar 29, 2017 3:51 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
Well, I'm lost... Adding a bit of padding won't increase the line problem ? Well I try to let one line of pixel on X and Y between each textures of the image... It gives me larger lines of blank. Also, I have no idea on how to manipulate the matrix of the texture... When I call buildTextureTransform...
- Wed Mar 29, 2017 10:36 am
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
I've check the way I export the image with Photoshop, in deed I was using bicubic or bilinear, I set it to "Keep details" with JPG and PNG formats. No change. Ok I'll try the half-pixel correction on the texture matrix... Just not sur how it works. The matrix describe to Irrlicht how to re...
- Tue Mar 28, 2017 5:53 pm
- Forum: Beginners Help
- Topic: Texture on CustomSceneNode glitch
- Replies: 30
- Views: 3283
Re: Texture on CustomSceneNode glitch
I don't compute the texture matrix my self... So I've read the MSDN document and the StackOverflow post and I understand the purpose of the half-pixel correction. But from what I see on my terrain, I don't see how half-pixel correction would resolve this glitch? Because the lines of pixels unwanted ...