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 ...
Search found 1034 matches
- Thu May 30, 2024 12:47 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 3407
- Wed May 29, 2024 11:25 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 3407
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 ...
- Wed May 29, 2024 10:05 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 3407
- Wed May 29, 2024 10:01 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 5
- Views: 3407
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 ...
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 ...
- Wed Feb 15, 2023 5:22 pm
- Forum: Beginners Help
- Topic: Sampling different material layers for shaders
- Replies: 10
- Views: 2039
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: 7300
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 ...
- Mon Nov 07, 2022 10:03 pm
- Forum: Advanced Help
- Topic: Shader compilation text
- Replies: 1
- Views: 4425
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: 4425
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 ...
it ...
- Wed Nov 02, 2022 4:22 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 5273
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: 5273
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 ...
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 ...
- Wed Nov 02, 2022 3:12 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 5273
- Wed Nov 02, 2022 3:01 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 5273
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: 5273
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 ...
is there another setting that I need to enable?
using fire.bmp as the texture.
virtual void createSceneNodes()
{
IGE_Object::createSceneNodes();
vector3df scale = getAbsoluteScale ...
- Sat Oct 29, 2022 9:58 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 2095
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: 2095
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 IGE_DEBUG ...
#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 IGE_DEBUG ...