Search found 1030 matches

by Seven
Wed Feb 15, 2023 5:22 pm
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1456

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: 3631

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: 1983

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: 1983

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: 2136

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: 2136

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: 2136

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: 2136

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: 2136

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: 1489

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: 1489

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 ...
by Seven
Thu Oct 27, 2022 4:57 pm
Forum: Beginners Help
Topic: OpenGL Renderer crashes when I delete anything
Replies: 15
Views: 1489

Re: OpenGL Renderer crashes when I delete anything

i am not sure but i'll take a guess....

how does the EventHandler::GetEvents() know that you deleted one of the events?

you seem to be looping through a list? but that list is being changed during the loop so the iterator might be getting confused?
by Seven
Sat Oct 22, 2022 2:39 am
Forum: Beginners Help
Topic: How do I detect mouse clicks?
Replies: 4
Views: 555

Re: How do I detect mouse clicks?

sorry for the length of code posted, but this is one of the things that I use extensively. the application, the levels, the game objects and the gui stuff all make very heavy use of this and it allows me to let even game objects be aware of events as they come in. for example, if the screen is resiz...
by Seven
Sat Oct 22, 2022 2:36 am
Forum: Beginners Help
Topic: How do I detect mouse clicks?
Replies: 4
Views: 555

Re: How do I detect mouse clicks?

example use : derive myApplication class from IGE_EventHandler. set the application instance as the primary event receiver. the application instance receives all events and parses them into function calls. if myLevel class wants events too, then it is derived from IGE_EventHandler and registers with...
by Seven
Sat Oct 22, 2022 2:28 am
Forum: Beginners Help
Topic: How do I detect mouse clicks?
Replies: 4
Views: 555

Re: How do I detect mouse clicks?

here is the eventhandler that I use. It parses all events into function calls. anything that can receive events is then derived from this class and I override the individual function calls as needed . #pragma once #include "_IGE_Defines.h" #include "_IGE_Utils.h" /* * parse SEven...