Search found 410 matches

by Noiecity
Mon Aug 03, 2026 10:13 am
Forum: Code Snippets
Topic: Transition texture shader
Replies: 0
Views: 21

Transition texture shader

https://i.ibb.co/BVS55mPR/2026-08-0306-10-44-ezgif-com-video-to-gif-converter.gif

Blend with 2 textures, shader model 3.0, d3d9, c++98, irrlicht 1.9.0:

#define WIN32_LEAN_AND_MEAN
#include <windows.h>

#include <irrlicht.h>

#pragma comment(lib, "Irrlicht.lib")
#pragma comment(lib, "winmm.lib ...
by Noiecity
Mon Aug 03, 2026 12:55 am
Forum: Game Programming
Topic: Basic Android Studio Template for irrlicht
Replies: 6
Views: 74

Re: Basic Android Studio Template for irrlicht

easy AAA game asset made in minutes:

https://i.ibb.co/CK07hccD/image.png

https://i.ibb.co/KjDHMxPY/image.png

https://i.ibb.co/n849q5WZ/image.png

https://i.ibb.co/m5HVtMRM/image.png

https://i.ibb.co/fzxnSYpz/image.png

https://i.ibb.co/nNN9PNLL/image.png

https://i.ibb.co/Psyx90rm ...
by Noiecity
Sun Aug 02, 2026 3:16 am
Forum: Game Programming
Topic: Basic Android Studio Template for irrlicht
Replies: 6
Views: 74

Re: Basic Android Studio Template for irrlicht

https://i.ibb.co/sJ1nbmHs/2026-08-0123-07-10-ezgif-com-video-to-gif-converter.gif
It works well for me; you can export the model with multiple textures and materials, and Irllicht will load them.

The shadow volume also works very well; it's amazing.

For a moment I was scared, given the default ...
by Noiecity
Thu Jul 30, 2026 10:01 pm
Forum: Game Programming
Topic: Basic Android Studio Template for irrlicht
Replies: 6
Views: 74

Re: Basic Android Studio Template for irrlicht


I was having an issue with textures not rendering on a model and I fixed it by disabling the use mishaps flag on the scene node.


thanks, now it's work, but I can only load the first texture slot
https://i.ibb.co/4gwmrSnb/image.png

/** Example 027 Helloworld_Android
This example shows a ...
by Noiecity
Thu Jul 30, 2026 8:24 pm
Forum: Game Programming
Topic: Basic Android Studio Template for irrlicht
Replies: 6
Views: 74

Re: Basic Android Studio Template for irrlicht

I was just thinking about using your engine and switching to Linux, considering it's based on Irrlicht. It's ironic; the comment left that you recommended is similar
by Noiecity
Thu Jul 30, 2026 3:15 pm
Forum: Game Programming
Topic: Basic Android Studio Template for irrlicht
Replies: 6
Views: 74

Basic Android Studio Template for irrlicht

https://drive.google.com/file/d/1QF7TrI2ebnyZwA_mWjam2KwZHnU0bIxP/view?usp=sharing

https://i.ibb.co/GfZVr9g2/image.png

Get there, unzip, open the unzipped folder with android studio as if you were going to open a project, sync, run. The main.cpp is compiled and the apk is produced.


https ...
by Noiecity
Wed Jul 29, 2026 3:13 am
Forum: Off-topic
Topic: Learn OpenGL, free book
Replies: 2
Views: 30

Re: Learn OpenGL, free book

: D
by Noiecity
Tue Jul 28, 2026 3:13 pm
Forum: Beginners Help
Topic: How does Frustum render texture images of different sizes?
Replies: 4
Views: 55

Re: How does Frustum render texture images of different sizes?

Yes, and in fact, when you add more pixels to the edges and enable bilinear smoothing, the smoothing improves, since without bilinear you can still see a kind of seam (you can see the pixels cut off). However, I don't know if bilinear smoothing in Irrlicht softens the edges of UV islands or not
by Noiecity
Mon Jul 27, 2026 10:46 pm
Forum: Beginners Help
Topic: How does Frustum render texture images of different sizes?
Replies: 4
Views: 55

Re: How does Frustum render texture images of different sizes?


My guess: Sampling itself should be same cost. Uploading texture needs more data, so that is slower. Creating mipmaps can be slower (but also only done once). Needing less texture switches (assuming you also use other blocks of same texture) will be cheaper.

The hard part: Avoiding texture ...
by Noiecity
Mon Jul 27, 2026 6:54 pm
Forum: Beginners Help
Topic: How does Frustum render texture images of different sizes?
Replies: 4
Views: 55

How does Frustum render texture images of different sizes?

Suppose I have two identical rendering scenarios:

The camera's far plane and frustum culling ensure that only 8 triangles are rendered.
The shader, number of fragments, UV mapping, filtering, and mipmap level are identical in both cases.
The visible texel area is effectively 256×256 in both cases ...
by Noiecity
Sun Jul 26, 2026 5:29 pm
Forum: Game Assets
Topic: StoneWall1 - cc0
Replies: 0
Views: 47

StoneWall1 - cc0

https://i.ibb.co/S4tStbm7/image.png

It is a seamless geometry, meaning it can be replicated by duplicating the geometry with the edges joined using any array-type procedural action.

Tris: 16776.
Texture: jpg, 1024x1024

It's a CC0 license, meaning you can use it however you want.

Download ...
by Noiecity
Tue Jul 14, 2026 4:58 pm
Forum: Beginners Help
Topic: How is geometry stored in vram?
Replies: 4
Views: 121

Re: How is geometry stored in vram?

Thank you. Yes, the textures probably take up much more space, besides, I have noticed something spectacular, blender has a mode to render as if they were normalmaps... it is not the same as baking the normalmaps, they are different algorithms, and well... the geometry looks almost exactly like real ...
by Noiecity
Sat Jul 11, 2026 6:47 pm
Forum: Beginners Help
Topic: How is geometry stored in vram?
Replies: 4
Views: 121

Re: How is geometry stored in vram?

Thanks for the information, I intend to use static geometries to simulate the shadows, I'm just worried that the vram will overload or something, it's an isometric game with loading screens, and from what you said, now I intend to clean the vram when moving from one city to another or something like ...