Search found 231 matches

by Klasker
Fri Jun 20, 2008 11:29 pm
Forum: Off-topic
Topic: trees(solved)
Replies: 5
Views: 1167

You can use the procedural trees I made.
by Klasker
Thu Jun 19, 2008 10:55 pm
Forum: Off-topic
Topic: Google this: Find chuck norris. (AWESOME!!!!!!!)
Replies: 17
Views: 5381

And while you're at it you can google "french military victories" too. :D
by Klasker
Wed Jun 04, 2008 8:40 am
Forum: Open Discussion and Dev Announcements
Topic: Havok is going to be free. =]
Replies: 10
Views: 2176

Update: Havok is now free for non-commercial use.
http://www.havok.com
by Klasker
Thu May 29, 2008 8:32 am
Forum: Code Snippets
Topic: New GUI skin [update: new skins, support for 1.5/1.6]
Replies: 112
Views: 75615

Try downloading it again. I resized two of the textures to have a power-of-two width. I still think it's a bug in Irrlicht, that it uses coordinates after resizing, instead of remembering its original size.
by Klasker
Tue May 27, 2008 6:55 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 176241

Re: Why do STreeMesh and CTreeGenerator inherit from IUknown

I've been checking out the tree generator extension and really appreciate this contribution from klasker. I compiled the Trees.zip file from http://www.wc3jass.com/files/Trees.zip without too much trouble in Cygwin. But then I decided to get the latest from the IrrExt project subversion repository ...
by Klasker
Sun May 25, 2008 6:11 am
Forum: Beginners Help
Topic: Scene Scale and Z-fighting
Replies: 3
Views: 366

Can I control this entirely my changing the near plane, or are there other factors? It is possible that disabling the stencil buffer when creating the Irrlicht device will leave more precision for the zbuffer, but that also means you can't use stencil shadows. When that is not enough, you can, in t...
by Klasker
Thu Apr 10, 2008 6:40 am
Forum: Beginners Help
Topic: Ignoring Vertex Colour
Replies: 5
Views: 450

It sounds like you need a shader, if you know how.
by Klasker
Sat Feb 02, 2008 11:45 am
Forum: Open Discussion and Dev Announcements
Topic: Upgrading forum to phpBB3?
Replies: 23
Views: 3512

I don't know how much space and traffic a sourceforge provides, but I think the possibility of attachments alone could be worth it. When it is so much easier to post a screenshot, more people will be inclined to do so, and it is much easier to help people.
by Klasker
Wed Jan 30, 2008 4:27 pm
Forum: Code Snippets
Topic: CGUIExtendedText (colored text and images)
Replies: 26
Views: 13590

Am I supposed to be able to fix that? Thank you for posting it and all, but I am afraid I can do nothing to fix it. Maybe it's related to the issue etcaptor is having with my tree scene node, since both problems appear equally sense-less to me.

Sorry for the lack of support :(
by Klasker
Sat Jan 26, 2008 11:18 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 176241

Could you please point out how a race condition can occur in a single-threaded application? I didn't think so. It is not a race condition. It sounds like it can't load the XML files in the "../trees" folder, which explains why the tree mesh is null. Did you export all the files from the .z...
by Klasker
Wed Jan 16, 2008 9:41 pm
Forum: Off-topic
Topic: 1337 Speak Thread
Replies: 17
Views: 2296

...but few were aware of the dreaded truth: That the binary number system is in fact just variations of "OLOLLOLOLOOLOL..." written in 1337-speak! Compilers are literally laughing at your code, while recording everything to an .exe file. Some believe this is why certain programmers suffer ...
by Klasker
Fri Dec 21, 2007 10:57 am
Forum: Code Snippets
Topic: New GUI skin [update: new skins, support for 1.5/1.6]
Replies: 112
Views: 75615

I thought Irrlicht would resize npot textures if the video card does not support it. But does that affect how the coordinates in draw2DImage are placed? It looks like that's the problem.
by Klasker
Fri Dec 14, 2007 10:36 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 176241

The example uses OpenGL and it uses a GLSL shaders to draw the leaves, so it's not a D3D-issue. Did you run the precompiled file I provided (in the msvc folder) or did you compile it yourself? In any case, it looks for its data files in e.g. "../textures", and it sounds like it can't find ...
by Klasker
Tue Dec 04, 2007 7:22 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6565

Yeah, that's a nice implementation of some ideas already mentioned. The problem is that you cannot release the VBO when destroying the meshbuffer. Since you gave up the tight coupling with the video driver there is no way to inform the driver of its destruction. EDIT: Nevermind there is already gra...
by Klasker
Mon Dec 03, 2007 10:53 pm
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6565

I didn't read everyone's posts closely, but I'll just throw in some thoughts I have made about implementing VBO's while maintaining a "nice and clean" design. Nice and clean would include simplicity, thread-safety, loose coupling, and non-monopolization. A hardware buffer can be regarded a...