c++98 updated version:
// File: bake_halton_distance_normal_fixed.cpp
// Converted to C++98 and Visual C++ 2010 compatible
#include <irrlicht.h>
#include <iostream>
#include <cmath>
#include <algorithm>
#include <vector>
#include <map>
#include <fstream>
#include <sstream>
#include <queue ...
Search found 314 matches
- Sat Nov 29, 2025 3:31 am
- Forum: Open Discussion and Dev Announcements
- Topic: Bake tile texture to uvmap
- Replies: 1
- Views: 143
- Fri Nov 28, 2025 3:48 am
- Forum: Off-topic
- Topic: Branchless: Modern CPU vs GPU vs old CPU
- Replies: 0
- Views: 104
Branchless: Modern CPU vs GPU vs old CPU
I was reading in multiple shader books talking in favor of branchless programming due to better latency, better performance in general... this is the same for older CPUs, but not for modern CPUs... in fact it generates latency many times... I asked ChadGPT about this and he answered something ...
- Thu Nov 27, 2025 2:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Bake tile texture to uvmap
- Replies: 1
- Views: 143
Bake tile texture to uvmap
https://i.ibb.co/1JYZ9kyP/triplanarxd.png
The program uses an .obj model and a texture as a reference and replicates it procedurally and continuously, then bakes the result into the model's uvmap in a new texture and saves it in the project directory. Edges are still visible on the islands, but I ...
The program uses an .obj model and a texture as a reference and replicates it procedurally and continuously, then bakes the result into the model's uvmap in a new texture and saves it in the project directory. Edges are still visible on the islands, but I ...
- Sun Nov 23, 2025 1:19 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 398
Re: Compile irrlicht 1.9.0 without d3d9 shaders
If those in the zip don't work ... that's strange. Usually only happens if D3D9 is not installed at all on the system. Don't really remember if it was installed back then by default.
Irrlicht 1.9.0 managed to work well with directx9 from 2004 and xeffects, all this was to know which version of ...
- Thu Nov 20, 2025 9:01 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 398
Re: Compile irrlicht 1.9.0 without d3d9 shaders
The shaders in irrlicht 1.6.1 work perfectly, apparently Windows XP does not have d3dx9_43 installed, it only brings from d3dx9_24 to d3dx9_36, for now I will stay on irrlicht 1.6.1.
I don't want to have to force anything to be installed, I like people to come and use what they have installed.
Also ...
I don't want to have to force anything to be installed, I like people to come and use what they have installed.
Also ...
- Thu Nov 20, 2025 4:32 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 398
Re: Compile irrlicht 1.9.0 without d3d9 shaders
If those in the zip don't work ... that's strange. Usually only happens if D3D9 is not installed at all on the system. Don't really remember if it was installed back then by default.
There are official versions of Windows XP where the directx9 runtime is installed, that is, d3d9.dll, but not ...
- Thu Nov 20, 2025 4:20 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 398
Re: Compile irrlicht 1.9.0 without d3d9 shaders
Do you get the same error when you run bin\Win32-VisualStudio\10.Shaders.exe from the official irrlicht1.8.5.zip? (with options: D3D9/high level/no Cg)
And how did you build this? You checked out svn trunk I assume. But which compiler? Code::Blocks or native gcc? Or some Visual Studio version? I ...
- Thu Nov 20, 2025 2:47 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 398
Compile irrlicht 1.9.0 without d3d9 shaders
I was using Windows XP, and I noticed that despite having Directx9, which is installed by default, it does not allow me to see examples with shaders since it asks me for a specific Directx9 library(d3dx9_43.dll). For example, I cannot see the shader examples from the irrlicht examples works. However ...
- Wed Nov 19, 2025 2:26 pm
- Forum: Code Snippets
- Topic: [Shader]Specular color + Gouraud + Normalmap
- Replies: 2
- Views: 414
Re: [Shader]Specular color + Gouraud + Normalmap
- Thu Nov 13, 2025 3:38 pm
- Forum: Advanced Help
- Topic: Steamworks fails to get window handle for showing overlay
- Replies: 4
- Views: 429
Re: Steamworks fails to get window handle for showing overlay
The Steam overlay must be able to "inject" itself before the renderer (DirectX/OpenGL/Vulkan) has already initialized/hooked graphics functions. If your app creates a GL/D3D context (for example, by creating a GLFW window or creating the Irrlicht device with context) before Steam has been able to ...
- Thu Nov 13, 2025 11:37 am
- Forum: Code Snippets
- Topic: [Shader]Specular color + Gouraud + Normalmap
- Replies: 2
- Views: 414
[Shader]Specular color + Gouraud + Normalmap
https://i.ibb.co/zT0SBP1Y/bandicam2025-11-1311-18-57-881-ezgif-com-video-to-gif-converter.gif
#include <irrlicht.h>
#include <cmath>
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using ...
#include <irrlicht.h>
#include <cmath>
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using ...
- Wed Nov 12, 2025 6:18 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Radiosity Normal Mapping for Irrlicht
- Replies: 36
- Views: 14880
Re: Directional Lightmaps for Irrlicht
Adding more lights and placing them in the right spots, have you ever heard of the term "fakeosity" ;)
http://www.k3n.com.br/3d/fakeosity.jpg
It is much more of an artistical resource than computational but when it is well used it produces almost the same results, and the lights still work on ...
- Sun Nov 09, 2025 9:04 pm
- Forum: Bug reports
- Topic: Render to Texture bug in linux in fullscreen
- Replies: 7
- Views: 466
Re: Render to Texture bug in linux in fullscreen
So yeah - Alt+F4 not working in fullscreen either on my system. So needs a small event-receiver like this at minimum:
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver() : Quit(false) {}
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_KEY_INPUT ...
- Sun Nov 09, 2025 2:21 pm
- Forum: Bug reports
- Topic: Render to Texture bug in linux in fullscreen
- Replies: 7
- Views: 466
Re: Render to Texture bug in linux in fullscreen
It could be that Irrlicht sets an actual fullscreen mode where it changes the display resolution and that could cause issues with the compositor. I haven't had any issues with fullscreen on linux but I use SDL2 to open the window and use the SDL_WINDOW_FULLSCREEN_DESKTOP flag to set a fake ...
- Sun Nov 09, 2025 2:14 pm
- Forum: Bug reports
- Topic: Render to Texture bug in linux in fullscreen
- Replies: 7
- Views: 466
Re: Render to Texture bug in linux in fullscreen
Will test later when I'm back on Linux. But you can usually leave with alt+f4 (knowledge which is admittably more and more lost these days)
I wrote the post precisely because Alt + F4 wasn't working, and I couldn't switch windows either(this only happens if I use render to texture; by default ...