Search found 1034 matches
- Thu May 30, 2024 12:47 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 722
Re: easy ImGui integration
that would be a good addition for folks wanting to use ImGui I think. It makes rendering to texture for the editor very easy. void IGE_Editor::drawPanel_3D() { // create an ImGui window (docked in this case) ImGui::Begin("3D"); // if we have a valid rendertarget if (m_RenderTarget) { // ch...
- Wed May 29, 2024 11:25 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 722
Re: easy ImGui integration
I had thought about that, but since I still need access to the OpenGL texture creation to have access to the textureName (which is just a uint32_t) then the small changes to ITexture. h and COpenGLCoreTexture.h are not too terrible. I just hate hacking things is all :) I already modify the engine sl...
- Wed May 29, 2024 10:05 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 722
- Wed May 29, 2024 10:01 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 722
easy ImGui integration
I have been tinkering with getting ImGui to work with the latest Irrlicht and wanted to put my results here so they aren't lost. Note that I use only OpenGL and compile Irrlicht without the others. I assume something similar would work with other drivers but I havent tried. IGE_CHECK() just logs an ...
- Wed Feb 15, 2023 5:22 pm
- Forum: Beginners Help
- Topic: Sampling different material layers for shaders
- Replies: 10
- Views: 1669
Re: Sampling different material layers for shaders
I really dont know but it seems that solid uses only one texture. maybe this post will help?
viewtopic.php?f=7&t=50202
viewtopic.php?f=7&t=50202
- Sun Dec 04, 2022 4:52 am
- Forum: Off-topic
- Topic: Game Programming School
- Replies: 4
- Views: 4201
Re: Game Programming School
I have now taken the plunge into creating my own Vulkan engine. I don't expect it to rival the big names, but the experience so far has been pleasant (I have my 900 lines of code colored triangle completed). Although I truly love Irrlicht and have created some nice things with it, I am looking forwa...
- Mon Nov 07, 2022 10:03 pm
- Forum: Advanced Help
- Topic: Shader compilation text
- Replies: 1
- Views: 2455
Re: Shader compilation text
sigh. never mind. ELL_DEBUG. nuff said.........
- Mon Nov 07, 2022 9:54 pm
- Forum: Advanced Help
- Topic: Shader compilation text
- Replies: 1
- Views: 2455
Shader compilation text
Assuming that a shader that I am adding using getGPU()->addHighLevelShaderMaterialFromFiles has errors in it ( which is a solid assumption on most of my shaders) how do I get the shader program errors to print out. It seems like they used to do that before but I must have changed a setting. it seems...
- Wed Nov 02, 2022 4:22 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2688
Re: particle transparency
btw, you do a fantastic thing by always being available for these silly questions. It is greatly appreciated!
- Wed Nov 02, 2022 1:40 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2688
Re: particle transparency
hehehe, you gotta love Diablo. As you can see, my first gui attempt is remarkably similar to Diablo's. The gui is much more difficult than I would have imagined. Not the gui itself, but how to get everything interacting properly. So far it looks good. drag and drop works, moving from inventory to wo...
- Wed Nov 02, 2022 3:12 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2688
- Wed Nov 02, 2022 3:01 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2688
Re: particle transparency
sorry, found the trouble in another part of my code causing this issue. thanks for the push though
- Tue Nov 01, 2022 11:04 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2688
particle transparency
having trouble with particle transparency using this code...particles appear with texture, but no transparency? is there another setting that I need to enable? using fire.bmp as the texture. virtual void createSceneNodes() { IGE_Object::createSceneNodes(); vector3df scale = getAbsoluteScale() + getS...
- Sat Oct 29, 2022 9:58 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 1651
Re: OpenGL Renderer crashes when I delete anything
I believe you are more correct but the debug printf's help me regularly. I had also thought maybe a dll version issue. maybe irrlicht was debug but app is release or such. hard to know without more code i think.
- Sat Oct 29, 2022 5:59 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 1651
Re: OpenGL Renderer crashes when I delete anything
although the debugger is a great tool, I also use printf statements regularly for debugging even in release mode using a _DEBUG define #define IGE_DEBUG_ENABLED #ifdef IGE_DEBUG_ENABLED #define IGE_LOG(x) printf("%s", stringc(x).c_str()); #else #define IGE_LOG(x) // compiles to nothing if ...