Such a shame - I went through teh exact same process and had the same error:
unresolved external symbol _D3DX11CreateEffectFromMemory@20
I first checked the patch (had to install git for Windows) using :
git apply --check FVF_DX11.patch (yes I change the patch name to this)
and noticed many files ...
Search found 11 matches
- Wed Dec 03, 2025 11:51 pm
- Forum: Game Programming
- Topic: Irrlicht and DX 11
- Replies: 25
- Views: 10599
- Fri Jun 27, 2025 4:10 am
- Forum: Advanced Help
- Topic: Anti-Aliasing with RenderTarget
- Replies: 6
- Views: 22252
Re: Anti-Aliasing with RenderTarget
I really want to get MSAA working with post processing if anyone can please help me out.....
In regrads to the DirectX code above:
driver->setTextureCreationFlag(ETCF_MSAA_RENDERTARGET, true);
ScreenRTT = driver->addRenderTargetTexture(ScreenRTTSize, "screenRTT");
driver->setTextureCreationFlag ...
In regrads to the DirectX code above:
driver->setTextureCreationFlag(ETCF_MSAA_RENDERTARGET, true);
ScreenRTT = driver->addRenderTargetTexture(ScreenRTTSize, "screenRTT");
driver->setTextureCreationFlag ...
- Tue Dec 17, 2024 1:42 am
- Forum: Beginners Help
- Topic: Post Processing with AntiAlias
- Replies: 1
- Views: 2587
Post Processing with AntiAlias
I use an older version of Irrlicht (1.5) in CopperCube and it cannot have multi sample antialiasing at the same time as using post processing as things get badly screwed up.
I notice Irrlicht 1.8.5 has per mesh antialiasing so does it also work along with post processing or is it the same with ...
I notice Irrlicht 1.8.5 has per mesh antialiasing so does it also work along with post processing or is it the same with ...
- Sun Dec 08, 2024 5:26 am
- Forum: Advanced Help
- Topic: Far Clipping Plane & exceptions
- Replies: 4
- Views: 4156
Re: Far Clipping Plane & exceptions
Thanks for the responses - I do prefer to keep all material as FFP however instead of creating a new transparent material in HLSL.
I noticed the skybox and skydome are not clipped as they are drawn before most other things as counted in the ESNRP_SKY_BOX render pass - I thought that this might be ...
I noticed the skybox and skydome are not clipped as they are drawn before most other things as counted in the ESNRP_SKY_BOX render pass - I thought that this might be ...
- Fri Dec 06, 2024 2:42 am
- Forum: Advanced Help
- Topic: Far Clipping Plane & exceptions
- Replies: 4
- Views: 4156
Far Clipping Plane & exceptions
I want to make use of the camera far clipping plane to reduce large terrain drawing distance yet also have exemptions to override any clipping like very distant planets and sun mesh using a 3D plane - so keep them rendered always within the view frustum.
I am using the fixed function pipeline as ...
I am using the fixed function pipeline as ...
- Mon Nov 18, 2024 10:00 am
- Forum: Advanced Help
- Topic: Advanced Effects
- Replies: 254
- Views: 826203
Re: Advanced Effects
Some amazing work done here Vectrotek - nice one!
Even though Irrlicht is a bit old now, CopperCube still has a bit of life left in it.
Would you or anyone here like to improve CopperCube source code at all - would be so good if you could....
I have been adding in bits of things but shaders are not ...
Even though Irrlicht is a bit old now, CopperCube still has a bit of life left in it.
Would you or anyone here like to improve CopperCube source code at all - would be so good if you could....
I have been adding in bits of things but shaders are not ...
- Fri Oct 04, 2024 11:11 am
- Forum: Advanced Help
- Topic: Add class to scene manager
- Replies: 3
- Views: 6502
Re: Add class to scene manager
Much appreciated the detailed response to that problem of linking.
Yes, over the last year I became aware that the Linking issues was the final step and what you said above is totally right.
I still have issues finding where these mismatched method calls/formats etc in the new class.cpp file are so ...
Yes, over the last year I became aware that the Linking issues was the final step and what you said above is totally right.
I still have issues finding where these mismatched method calls/formats etc in the new class.cpp file are so ...
- Sun Oct 15, 2023 11:25 am
- Forum: Code Snippets
- Topic: Volumetric Clouds code
- Replies: 2
- Views: 5409
Re: Volumetric Clouds code
To be honest no one of the CopperCube forum knows anything about the engine at all expect one who either doesn't know or refuses to help.
That forum is for children mostly who have trouble adding a screen meter...
That forum is for children mostly who have trouble adding a screen meter...
- Sun Oct 15, 2023 11:17 am
- Forum: Advanced Help
- Topic: Add class to scene manager
- Replies: 3
- Views: 6502
Add class to scene manager
I'm having massive problems simply trying to add a new class into the scene manager.
I have literally tried dozens of different ways of doing it and still nothing works.
All I get is some stupid error message that makes no sense at all from VS.
Hopefully someone on this forum can help me out and ...
I have literally tried dozens of different ways of doing it and still nothing works.
All I get is some stupid error message that makes no sense at all from VS.
Hopefully someone on this forum can help me out and ...
- Thu Oct 05, 2023 10:50 am
- Forum: Code Snippets
- Topic: Volumetric Clouds code
- Replies: 2
- Views: 5409
Volumetric Clouds code
I'm trying to incorporate some C++ code into the CopperCube source code but I am having an issue with the final run on every frame part.
I have taken the code out of the existing namespace 'smoothly' and placed the sub class 'cloud' into CC source in the scene manager (CSceneManager.h ...
I have taken the code out of the existing namespace 'smoothly' and placed the sub class 'cloud' into CC source in the scene manager (CSceneManager.h ...
- Sun Sep 24, 2023 5:54 am
- Forum: Advanced Help
- Topic: terrain normal
- Replies: 3
- Views: 5537
Re: terrain normal
I recently implemented this in CopperCube engine with I would expect similar code as Irrlicht terrain though dont know for sure.
I added new member to struct STerrainData called "Angle" and in the 'updateMeshesFromTerrainData() function added new formula to get normal angle and update this 'Angle ...
I added new member to struct STerrainData called "Angle" and in the 'updateMeshesFromTerrainData() function added new formula to get normal angle and update this 'Angle ...