Whoops, sorry. I forgot to mention that I've uploaded the modified version here using NDEBUG. The Burning renderer is doing fine with small scenes:
http://atomicmonstergirls.net/work/nacl ... 0.6.tar.gz
Same instructions as on top of this thread.
Search found 16 matches
- Sat Jun 06, 2009 6:08 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht browserplugin: Google Native Client
- Replies: 6
- Views: 3132
- Sun May 24, 2009 11:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht browserplugin: Google Native Client
- Replies: 6
- Views: 3132
Ehm.. It turns out I forgot to compile with NDEBUG :oops:
Compiling with optimization (-O3 etc.) gives quite a bit. Compiling with IRRLICHT_FAST_MATH also gives something. But the two together seems to cause a problem: No triangles are rendered. I can still see text/glyph rendering on the screen ...
Compiling with optimization (-O3 etc.) gives quite a bit. Compiling with IRRLICHT_FAST_MATH also gives something. But the two together seems to cause a problem: No triangles are rendered. I can still see text/glyph rendering on the screen ...
- Sat May 23, 2009 12:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht browserplugin: Google Native Client
- Replies: 6
- Views: 3132
- Sat May 23, 2009 9:15 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht browserplugin: Google Native Client
- Replies: 6
- Views: 3132
Irrlicht browserplugin: Google Native Client
Hi all,
Not many people are right now aware of this but Google has an ongoing effort which is no less than brilliant: A plugin which allows execution of binary x86 code inside the browser. And it really looks secure!
http://code.google.com/p/nativeclient
How does it work? (Skip this if you want ...
Not many people are right now aware of this but Google has an ongoing effort which is no less than brilliant: A plugin which allows execution of binary x86 code inside the browser. And it really looks secure!
http://code.google.com/p/nativeclient
How does it work? (Skip this if you want ...
- Sun Aug 13, 2006 8:11 am
- Forum: Advanced Help
- Topic: Blender animation: Vertex/shape keys rather than bones
- Replies: 9
- Views: 2443
- Sat Aug 12, 2006 10:38 pm
- Forum: Advanced Help
- Topic: Blender animation: Vertex/shape keys rather than bones
- Replies: 9
- Views: 2443
- Sat Aug 12, 2006 12:56 pm
- Forum: Advanced Help
- Topic: Blender animation: Vertex/shape keys rather than bones
- Replies: 9
- Views: 2443
- Sat Aug 12, 2006 12:37 pm
- Forum: Advanced Help
- Topic: Blender animation: Vertex/shape keys rather than bones
- Replies: 9
- Views: 2443
- Sat Aug 12, 2006 12:22 pm
- Forum: Advanced Help
- Topic: Blender animation: Vertex/shape keys rather than bones
- Replies: 9
- Views: 2443
Blender animation: Vertex/shape keys rather than bones
Has anybody succeeded in using anything but armature/skeleton/bones-based animation from Blender in Irrlicht?
What about:
Shape keys? (formerly known as Absolute/relative vertex keys)
Softbody?
Fluid?
Deformations?
Any help or ideas appreciated, thanks.
What about:
Shape keys? (formerly known as Absolute/relative vertex keys)
Softbody?
Fluid?
Deformations?
Any help or ideas appreciated, thanks.
- Tue Aug 08, 2006 5:36 pm
- Forum: Bug reports
- Topic: SDK 1.1 with X-reader bug? Material list end with ;;
- Replies: 2
- Views: 687
- Mon Aug 07, 2006 9:25 pm
- Forum: Bug reports
- Topic: SDK 1.1 with X-reader bug? Material list end with ;;
- Replies: 2
- Views: 687
SDK 1.1 with X-reader bug? Material list end with ;;
Just got the new SDK this evening, and when reading my usual .X meshes, I start to get something like: Unknown data object bla bla material list: ;;
Problem is easy to locate: CXFileReader.cpp. (Can't remember the line: Search for "material list")
It expects a material list to end with ; NOT ...
Problem is easy to locate: CXFileReader.cpp. (Can't remember the line: Search for "material list")
It expects a material list to end with ; NOT ...
- Mon Jul 31, 2006 11:59 am
- Forum: Advanced Help
- Topic: How the heck do you people animate your stuff?
- Replies: 37
- Views: 4345
- Sun Feb 19, 2006 10:49 am
- Forum: Advanced Help
- Topic: Why does the clipping plane change the projection matrix?
- Replies: 15
- Views: 12086
FIX
Folks, Irrlichts way of calculating the projection matrix is plain wrong.
The matrix per se is alright, but don't forget that the frustum perspective matrix transforms the space so that a given set of coordinates (Left,Right,Top,Bottom) on the zNear plane is mapped to -1..1 of the viewing cube ...
The matrix per se is alright, but don't forget that the frustum perspective matrix transforms the space so that a given set of coordinates (Left,Right,Top,Bottom) on the zNear plane is mapped to -1..1 of the viewing cube ...
- Sun Feb 19, 2006 2:03 am
- Forum: Beginners Help
- Topic: Newbie: Bad Blender mesh - KeyError in writeSkinWeights
- Replies: 3
- Views: 495
- Sat Feb 18, 2006 8:18 pm
- Forum: Beginners Help
- Topic: Newbie: Bad Blender mesh - KeyError in writeSkinWeights
- Replies: 3
- Views: 495