Search found 50 matches

by denzelbro
Thu Sep 20, 2018 4:20 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422193

Re: XEffects - Reloaded - New Release (V 1.4)

Good evening! I launch the xEffects 1.4 (last version) on the Irlicht 1.8.1, 1.8.4 and from 'trunk'. From 'trunk' screen is like as in the post: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=30631&start=810#p303738. For irrlicht 1.8.1 and 1.8.4 xEffects works more or less, but w...
by denzelbro
Sat Sep 01, 2018 2:18 pm
Forum: Open Discussion and Dev Announcements
Topic: When will update?
Replies: 11
Views: 4932

Re: When will update?

@denzelbro If you think you can talk down to me like I'm some sort of a retard, and you know graphics so much better than me and you have the authority to tell me what can and cannot be done easily... go ahead check out the Irrlicht SVN trunk or 1.8.4 branch, put it on github or gitlab and take ove...
by denzelbro
Sat Sep 01, 2018 12:55 pm
Forum: Open Discussion and Dev Announcements
Topic: When will update?
Replies: 11
Views: 4932

Re: When will update?

Doesn't the PerPixelLighting example do that? The lighting stuff. Shadows-maps are not yet in Irrlicht. And yeah, nothing is hard - when you have the developers with time for implementing it for it. I only learned about shader coding really last year (aka more shader than just changing a line or tw...
by denzelbro
Sat Sep 01, 2018 11:49 am
Forum: Open Discussion and Dev Announcements
Topic: When will update?
Replies: 11
Views: 4932

Re: When will update?

ONE of these very old opengl/dx tutorials with normal mapped directional lighting and specular. https://i.imgur.com/RzQkJM2l.png Is it that hard to look for solution on lighting methods so Irrlicht just sticks to very old pointlight normal mapped lighting? as an example posted above pic, they are al...
by denzelbro
Sat Sep 01, 2018 11:38 am
Forum: Open Discussion and Dev Announcements
Topic: When will update?
Replies: 11
Views: 4932

Re: When will update?

Your wishes are actually quite hard to satisfy without a large and complex shader/material generator system. Plus you should really be able to roll your own lighting shaders and shadowmap manager, even if you get a ready-made one to use you won't be able to achieve good results without having to un...
by denzelbro
Sat Sep 01, 2018 1:07 am
Forum: Beginners Help
Topic: Mobile ports tutorials
Replies: 4
Views: 1132

Re: Mobile ports tutorials

last time I tried the android example builds and works straight w/o problems, no idea w/ ios since I use only android dev. I do see the android port was minimal though it seems to be w/o issues (so far). I just think a cross platform context and library like SDL would ease other things like controls...
by denzelbro
Sat Sep 01, 2018 12:07 am
Forum: Open Discussion and Dev Announcements
Topic: When will update?
Replies: 11
Views: 4932

Re: When will update?

@CuteAlien I agree with Pinic there and probably some modern lighting techniques would be a start instead of skipping them with PBR or global illum. don't mean to question the capabilities of the current dev team, but something like lighting or material shader additions and improvements should be i...
by denzelbro
Sat Aug 25, 2018 12:06 am
Forum: Open Discussion and Dev Announcements
Topic: Emscripten port
Replies: 57
Views: 16665

Re: Emscripten port

createDevice is one of the startup functions so it looks like the irrlicht library for emscripten is not properly build or linked.
by denzelbro
Sat Aug 18, 2018 4:21 am
Forum: Beginners Help
Topic: Anyone have the old Irrb code?
Replies: 9
Views: 1228

Re: Anyone have the old Irrb code?

At the moment, I'm using an older version of Blender, so maybe Irrb will still work with it. It also might be a nice starting point for creating a new script for exporting from Blender. I see and this I would like to see. I wouldn't mind having the code for IrrEdit either. I have the exe, but I'm o...
by denzelbro
Tue Aug 14, 2018 11:06 am
Forum: Project Announcements
Topic: IrrlichtQuickItem (Irrlcht + QtQuick/QML )
Replies: 13
Views: 5912

Re: IrrlichtQuickItem (Irrlcht + QtQuick/QML )

nice. so this is basically just Qt5 with QML for styling the UI/layout. I see a lot of Qt5 integrations here, even on Qt website, why create another? Sorry, but i am dont found correct integration of Irrlicht inside Qt Widget or QML.. can you get me URL? If it integration with code like :    params...
by denzelbro
Mon Aug 13, 2018 11:45 pm
Forum: Project Announcements
Topic: IrrlichtQuickItem (Irrlcht + QtQuick/QML )
Replies: 13
Views: 5912

Re: IrrlichtQuickItem (Irrlcht + QtQuick/QML )

nice. so this is basically just Qt5 with QML for styling the UI/layout. I see a lot of Qt5 integrations here, even on Qt website, why create another?
by denzelbro
Mon Aug 13, 2018 11:43 pm
Forum: Beginners Help
Topic: Anyone have the old Irrb code?
Replies: 9
Views: 1228

Re: Anyone have the old Irrb code?

same thing and even better with IrrEdit, its created by the guy who started this (Irrlicht) all. not sure though with the latest version, it's a mixed between coppercube. I can see though if you know blender pretty well this is going to be an advantage. Maybe we could take the Tubras-Viewer as a bas...
by denzelbro
Sat Aug 11, 2018 8:58 pm
Forum: Project Announcements
Topic: IrrlichtQuickItem (Irrlcht + QtQuick/QML )
Replies: 13
Views: 5912

Re: IrrlichtQuickItem (Irrlcht + QtQuick/QML )

hi, can this run on windows? what do I need to install? I have Qt5 sdk
by denzelbro
Sat Aug 11, 2018 5:17 am
Forum: Beginners Help
Topic: Anyone have the old Irrb code?
Replies: 9
Views: 1228

Re: Anyone have the old Irrb code?

if you don't me asking guys, what's the advantage of Irrb over IrrEdit? aside from working your scene in Blender.
by denzelbro
Fri Jul 27, 2018 3:20 pm
Forum: Off-topic
Topic: CopperCube is free for commercial use
Replies: 1
Views: 2948

Re: CopperCube is free for commercial use

CopperCube is nice, just wondering why giving it now with the free edition, maybe the end of life of one of the platform drivers? *cough* MacOs OpenGL *cough* :wink: