Search found 877 matches

by Electron
Fri Jan 02, 2009 7:35 pm
Forum: Project Announcements
Topic: Irrlicht Occlusion Culling (Pre-alpha)
Replies: 26
Views: 8485

Ok. I've checked how they do to create portals methods and your're right. They mostly use and occtree to calculate for the occlusion. What are the benefit of creating this manually in an editor? Unfortunately no, we have no method for creating portals automatically, it's done by hand. I do it in my...
by Electron
Fri Jan 02, 2009 7:30 pm
Forum: Advanced Help
Topic: Bullet marks on wall
Replies: 53
Views: 23208

I implemented decal clipping for Lightfeather, if it would be helpful for anyone working on it here you can see my source at http://lightfeather.de/cgi-bin/hg/lightfeather/file/7f807555ecb0/src/resources/basicmodels/CDecalModel.cpp Algorithm taken from an old article in Game Programming Gems 2 "...
by Electron
Wed Mar 28, 2007 7:32 pm
Forum: Project Announcements
Topic: Run Rabbit RUN
Replies: 16
Views: 2268

Is your title from Pnik Floyd's "Breathe"? It definitely made me think of that song
by Electron
Tue Feb 13, 2007 12:41 am
Forum: Advanced Help
Topic: Why Irrlicht doesn't support Cg and CgFX ?
Replies: 3
Views: 670

I believe Cg shaders are the only fully cross-platform shaders in the sense that a cg shader can be compiled for use with directx or opengl, and the Cg API provides functions for handling Cg shaders in both OpenGL and DirectX . To the best of my knowledge this is not possible with HLSL or GLSL, alth...
by Electron
Wed Nov 08, 2006 10:49 pm
Forum: Project Announcements
Topic: Improving Ogre Mesh Loading
Replies: 13
Views: 3520

Ah, I'm sorry. I must have read too quickly and misunderstood.
by Electron
Wed Nov 08, 2006 9:06 pm
Forum: Project Announcements
Topic: Improving Ogre Mesh Loading
Replies: 13
Views: 3520

For the love of all things good, do not use xml as the sole format for an internal engine filetype. Not for storing vertex and index data, anyway. It's far too slow to load. Collada is XML because it's an interchange format. .obj is similarly used as an interchange format. An xml format is good in t...
by Electron
Tue Sep 05, 2006 11:55 am
Forum: Off-topic
Topic: DirectX 9 compared with DirectX 10 in pictures
Replies: 34
Views: 3027

changes to the driver model and the windows kernel are why it only works on Vista on. Despite all the horrifying stories a few months ago, it appears that OpenGL is going to work on Vista too. Does that mean it will no longer work on previous Windows versions, Linux, PlayStation, and a million othe...
by Electron
Mon Sep 04, 2006 11:18 am
Forum: Off-topic
Topic: DirectX 9 compared with DirectX 10 in pictures
Replies: 34
Views: 3027

but its supposed to be capable of a lot more (and since its running in the shader units its directly accessable by the pixel shaders in the new unified shader model, making it perform a lot better than would be right now) I'm sure D3d 10 will have some cool stuff, and I'll certainly admit geometry ...
by Electron
Mon Sep 04, 2006 12:01 am
Forum: Off-topic
Topic: DirectX 9 compared with DirectX 10 in pictures
Replies: 34
Views: 3027

Yeah, looks like displacement mapping on one fish and not on the other. Do they think displacement mapping isn't already possible?
by Electron
Fri Sep 01, 2006 12:56 pm
Forum: Project Announcements
Topic: SUPREMACY ERRANDS - v1.6
Replies: 178
Views: 43587

Nice. I'm impressed by the amount of city area you've created. A couple comments. 1) I'd suggest using different data file for different levels rather than using multiple executables 2) If you want the gun to have a kick (tho a small pistol doesn't need much of one) I'd suggest having it jerk you ba...
by Electron
Wed Aug 30, 2006 5:18 pm
Forum: Open Discussion and Dev Announcements
Topic: portal-sector based rendering system
Replies: 4
Views: 1169

Hmm, there're fewer resources that come up under a search than I expected. Blizzard recently made a portal system, but I think it's only for transporting, not culling http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=12806&highlight=portals There's a very old portal culling system here http...
by Electron
Tue Aug 29, 2006 8:55 pm
Forum: Open Discussion and Dev Announcements
Topic: portal-sector based rendering system
Replies: 4
Views: 1169

There have been several user-created portal systems, search the forums
by Electron
Sat Aug 26, 2006 12:32 pm
Forum: Off-topic
Topic: Using the C++ STL in graphics engine code?
Replies: 17
Views: 2864

if you like hlsl syntax better than glsl but want to use OpenGL, try Cg. Its supported under both API's and is basically hlsl syntax compatible
by Electron
Thu Aug 24, 2006 4:58 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Metasequoia 2.40 is out and....
Replies: 52
Views: 62955

It's better than really expensive commercial software with no free version, give it a break
by Electron
Thu Aug 24, 2006 11:54 am
Forum: Open Discussion and Dev Announcements
Topic: a series of strange limitations
Replies: 8
Views: 1331

If shadows are only possible on animated mesh's, sounds like a bug someone should fix rather than something that should be worked around. Fixing it in the engine source will prolly be less of a hassle in the long run then trying to deal with workarounds