Hm, well I do init steam before any graphics but I find that I have to create the irrlicht device without using the glfw handle as its parent. Then right after I can parent it. Works but now to see the window show up for a second before being parented…
Supposedly this is because since Irrlicht does ...
Search found 53 matches
- Fri Nov 14, 2025 5:00 am
- Forum: Advanced Help
- Topic: Steamworks fails to get window handle for showing overlay
- Replies: 4
- Views: 450
- Thu Nov 13, 2025 4:04 pm
- Forum: Advanced Help
- Topic: Steamworks fails to get window handle for showing overlay
- Replies: 4
- Views: 450
- Thu Nov 13, 2025 2:58 pm
- Forum: Advanced Help
- Topic: Steamworks fails to get window handle for showing overlay
- Replies: 4
- Views: 450
Steamworks fails to get window handle for showing overlay
I am using the Steamworks SDK to add Steam to my game. I run SteamAPI_Init() etc., success, all before the device and window are created.
But the Steam overlay never appears. I run SteamAPI_RunCallbacks per frame...
Anyone know much about this? I'm just assuming Steam is failing to get the handle or ...
But the Steam overlay never appears. I run SteamAPI_RunCallbacks per frame...
Anyone know much about this? I'm just assuming Steam is failing to get the handle or ...
- Mon Nov 10, 2025 9:20 pm
- Forum: Beginners Help
- Topic: Render texture takes a lot of memory
- Replies: 1
- Views: 166
Render texture takes a lot of memory
I use render textures to render icons that I want to keep in memory, and when I save them to file they're mere kilobytes. (2-4) I have about 32 icons. My memory spikes an extra 200mb for some reason. Changing my color format seemingly doesn't help me much. I'm on Irrlicht 1.8.5. Any help?
- Sat Oct 25, 2025 6:37 pm
- Forum: Beginners Help
- Topic: How to safely unload meshes and textures?
- Replies: 7
- Views: 274
Re: How to safely unload meshes and textures?
Ok, it seems I've done it but my memory usage is still the same, even though the mesh cache size is 0. Any idea?
- Sat Oct 25, 2025 6:08 pm
- Forum: Beginners Help
- Topic: How to safely unload meshes and textures?
- Replies: 7
- Views: 274
Re: How to safely unload meshes and textures?
I just did the whole remove via getMeshCache, checked that the reference counts are 1, and when I run my unload my program crashes and points to a completely unrelated part of my project. (and if I comment out the line it claims is causing it, it'll say it's the next line, but these are 100 ...
- Sat Oct 25, 2025 1:40 pm
- Forum: Beginners Help
- Topic: How to safely unload meshes and textures?
- Replies: 7
- Views: 274
How to safely unload meshes and textures?
I am using irrlicht for my game engine and when I remove meshes from the cache, same as textures, to free up memory, the next frame the scene manager crashes because I’m assuming it tries to find the memory for these assets and it finds something unrelated. How do I safely unload assets?
- Sat Oct 18, 2025 1:20 pm
- Forum: Advanced Help
- Topic: Blender 4.0 to Irrlicht Axis
- Replies: 1
- Views: 176
Blender 4.0 to Irrlicht Axis
I'm trying to have a blender rotation convert to Irrlicht, but a problem I am having is I suppose gimbal lock?
I rotate my object 45 on x in Blender, works fine, then 45 on y, works fine, but then z messes everything up. Anyone know what I can do to resolve this?
I rotate my object 45 on x in Blender, works fine, then 45 on y, works fine, but then z messes everything up. Anyone know what I can do to resolve this?
- Tue Sep 23, 2025 5:06 pm
- Forum: Advanced Help
- Topic: Highlevel shader has odd normals output?
- Replies: 4
- Views: 360
Re: Highlevel shader has odd normals output?
I set backface culling to true and front face culling to false and now it doesn't look all weird, but it's still not consistent with low level/the example file...
https://i.imgur.com/LGN75Ua.png
Here's my code for adding the shader callback and everything. It's slightly edited callback from ...
https://i.imgur.com/LGN75Ua.png
Here's my code for adding the shader callback and everything. It's slightly edited callback from ...
- Mon Sep 22, 2025 7:33 pm
- Forum: Advanced Help
- Topic: Highlevel shader has odd normals output?
- Replies: 4
- Views: 360
Highlevel shader has odd normals output?
I'm working on adding shader support for my game engine, and the low level shaders work great but high level is where I run into problems.
https://i.imgur.com/Fjd5YKv.gif
The first is with high level, and the second is with low level.
The shader is from Example 10.
Any idea what may be the issue?
https://i.imgur.com/Fjd5YKv.gif
The first is with high level, and the second is with low level.
The shader is from Example 10.
Any idea what may be the issue?
- Tue Sep 16, 2025 11:56 pm
- Forum: Beginners Help
- Topic: Circular fog?
- Replies: 1
- Views: 222
Circular fog?
Irrlicht fog by default is like a plane, and if you stand still in an environment and just turn your mouse to look around, previously foggy areas become clearer. How can I make the fog circular around the player?
- Fri Sep 05, 2025 4:52 pm
- Forum: Beginners Help
- Topic: IrrKlang alternative
- Replies: 12
- Views: 1077
Re: IrrKlang alternative
It sucks because IrrKlang is pretty helpful as a wrapper.
- Thu Sep 04, 2025 7:56 pm
- Forum: Advanced Help
- Topic: IrrBullet constraints?
- Replies: 2
- Views: 179
IrrBullet constraints?
Any idea on how to implement constraints like hinge into IrrBullet, or does it exist and I can't find it?
It seems there is no trace of constraints in irrBP.
- Thu Sep 04, 2025 4:39 pm
- Forum: Beginners Help
- Topic: IrrKlang alternative
- Replies: 12
- Views: 1077
Re: IrrKlang alternative
He responded rather quickly and said what the website says: it's only available to previous licensees.
- Wed Sep 03, 2025 11:25 pm
- Forum: Beginners Help
- Topic: IrrKlang alternative
- Replies: 12
- Views: 1077
Re: IrrKlang alternative
I sent him an email about 0.8.1. As for the 0.6 version, the lib file is in .a format and not .lib. Is there a .lib out there? And don't I need .dlls for different audio formats? I think I should just pivot to a different library.