Search found 1034 matches

by Seven
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...
by Seven
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...
by Seven
Wed May 29, 2024 10:05 pm
Forum: Code Snippets
Topic: easy ImGui integration
Replies: 5
Views: 722

Re: easy ImGui integration

just an image to show it all working

https://ibb.co/N9ZnVbf
by Seven
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 ...
by Seven
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
by Seven
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...
by Seven
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.........
by Seven
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...
by Seven
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!
by Seven
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...
by Seven
Wed Nov 02, 2022 3:12 am
Forum: Advanced Help
Topic: particle transparency
Replies: 8
Views: 2688

Re: particle transparency

I now have a nice little torch for my character to use :)

https://ibb.co/JtFJ6yR
by Seven
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 :)
by Seven
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...
by Seven
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.
by Seven
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 ...