Hi CuteAlien, Thanks a lot for your response, I was not even aware of the compatibility possibility, I just took core from the examples on the tutorial page and ran into my problem. I think I will also use your trick in the future :)
But may I ask you, how exactly I am supposed to transform my ...
Search found 17 matches
- Sun Dec 14, 2025 7:27 am
- Forum: Beginners Help
- Topic: Question regarding my first shader steps
- Replies: 4
- Views: 351
- Sat Dec 13, 2025 9:27 am
- Forum: Beginners Help
- Topic: Question regarding my first shader steps
- Replies: 4
- Views: 351
Re: Question regarding my first shader steps
In the meantime I got it working using the old GLSL version, and changing other "things" in the shader code to adjust for the old version syntax. But it would still be great to understand what I did wrong, and how the newer version would work as well.
http://wolfalex.bplaced.net/hioctane ...
http://wolfalex.bplaced.net/hioctane ...
- Sat Dec 13, 2025 7:48 am
- Forum: Game Assets
- Topic: Question Origin Specific Irrlicht Demo assets
- Replies: 4
- Views: 435
Re: Question Origin Specific Irrlicht Demo assets
I am very thankful for every Irrlicht demo that is out there, with or without license or origin information, because I learn a lot from them.
The problem is that I always think and worry too much, but that is my personal issue, and not a problem caused by somebody else :)
I will make more ...
The problem is that I always think and worry too much, but that is my personal issue, and not a problem caused by somebody else :)
I will make more ...
- Sat Dec 13, 2025 7:39 am
- Forum: Beginners Help
- Topic: Question regarding my first shader steps
- Replies: 4
- Views: 351
Question regarding my first shader steps
Hello,
I am currently doing my first steps regarding basic shader learning using GLSL and Irrlicht. I started with an Irrlicht example which worked great, did some modifications to the shaders, everything worked and I had fun doing this. Now I want to continue by applying and trying out the great ...
I am currently doing my first steps regarding basic shader learning using GLSL and Irrlicht. I started with an Irrlicht example which worked great, did some modifications to the shaders, everything worked and I had fun doing this. Now I want to continue by applying and trying out the great ...
- Thu Dec 11, 2025 7:42 pm
- Forum: Game Assets
- Topic: Question Origin Specific Irrlicht Demo assets
- Replies: 4
- Views: 435
Re: Question Origin Specific Irrlicht Demo assets
Thank you very much for your hints. I spent the last hour searching through all projects at Github with the Tag "Irrlicht", but unfortunetly I was not able to locate the original sources/projects. Or at least Github did not show them to me using this tag. Maybe if I search more I will find them. I ...
- Wed Dec 10, 2025 8:08 pm
- Forum: Game Assets
- Topic: Question Origin Specific Irrlicht Demo assets
- Replies: 4
- Views: 435
Question Origin Specific Irrlicht Demo assets
Hi,
For my Hi-Octane clone project I was playing around a bit with Irrlicht Demos I found on Github under "netpipe/IrrlichtDemos".
Some of the example are really great, and I would like to use some of the ideas and media files for my project as well if possible.
I linked an example picture here ...
For my Hi-Octane clone project I was playing around a bit with Irrlicht Demos I found on Github under "netpipe/IrrlichtDemos".
Some of the example are really great, and I would like to use some of the ideas and media files for my project as well if possible.
I linked an example picture here ...
- Wed Jun 25, 2025 5:20 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
I found as long as I add all necessary MeshBuffers (the can also be empty at this point in time, does not seem to matter) before creation of the SMesh + SceneNodes, I can fill them later (during runtime of the program) with new vertices and indices, and the program does not crash.
Therefore I found ...
Therefore I found ...
- Mon Jun 23, 2025 4:30 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
All my latest changes over the last 3 weeks (including the first steps of the level editor and the bug that leads to the crash) are now merged and commited into main of my projects git repo. Just in case somebody wants to look at it :) But to be honest I believe my source code around this terrain ...
- Mon Jun 23, 2025 10:38 am
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
Hi CuteAlien,
Thank you for your valueable input, in my case it was the second bug you suggested... so the problem was me, and I feel like an idiot now :) Most likely it was working already most of the time (during my several hours debugging session), but I kept wondering why I do not see any line ...
Thank you for your valueable input, in my case it was the second bug you suggested... so the problem was me, and I feel like an idiot now :) Most likely it was working already most of the time (during my several hours debugging session), but I kept wondering why I do not see any line ...
- Mon Jun 16, 2025 5:57 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
I tried a little bit more, and I was clearly wrong until now. The camera returns the expected current position. So the camera is not the problem. Maybe I have a line3D drawing issue. When I draw a 3Dline starting from the cameras position is it then clipped and not shown on screen?
- Sun Jun 15, 2025 10:08 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
My problem with the camera occurs in the new level editor executable which I started only some days ago. This source code is not yet merged into the main branch of my repo, and therefore you will not find it there. I changed a lot of things again for the editor, and therefore I wanted to test ...
- Sun Jun 15, 2025 3:51 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
I forgot to mention I have the same problem when I try to use getRayFromScreenCoordinates; According to the documentation the ray start should be at the location of the currently active camera (which in my case is the FPS camera), but also here the returned ray.start location is always at the origin ...
- Sun Jun 15, 2025 3:35 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
Thank you very much for your fast response. My problem is not that the position I get with getAbsolutePositiin or getPosition from the FPS camera is in the origin for the first frame, it is in the origin the whole time (all frames). I also ran updateAbsolutePosition before, and it did not change the ...
- Sun Jun 15, 2025 11:58 am
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
Hello, in the mean time I introduced the nullptr instead NULL in my project everywhere, and it caused no issues at all. Thanks for pointing this out again. I also learned during the last days that I had done the includes in my projext as horrible as only possible. I always thought it is a good idea ...
- Sun Jun 01, 2025 6:33 pm
- Forum: Off-topic
- Topic: My first post, Thank you for Irrlicht
- Replies: 15
- Views: 109741
Re: My first post, Thank you for Irrlicht
Thank you again for your answer to my question. I am glad that the speed penalty with using the pointers like in my example above seems to be small enough, so that I can keep working like this. I already read some information about nullptr in the internet over the weekend, and as soon as there is ...