Search found 1656 matches
- Thu May 03, 2018 12:22 am
- Forum: Beginners Help
- Topic: iOS - Admob
- Replies: 4
- Views: 1015
Re: iOS - Admob
Hello, I'm not sure that this issue is related to a wrong view, please check project settings and info.plist and compare those between your Irrlicht based app and AdMob example. However if issue is related to a wrong UIView I think that a following solution may help: 1. Create UIView dedicated to Ad...
- Thu Jun 01, 2017 9:12 am
- Forum: Bug reports
- Topic: CursorControl pointer is null CIrrDeviceMacOSX.mm
- Replies: 21
- Views: 4503
Re: CursorControl pointer is null CIrrDeviceMacOSX.mm
@Donald Duck Irrlicht v1.8.x doesn't work properly with newer versions of OSX/macOS, if you need the best compatibility please use trunk. I though that this issue is related to trunk, sorry that I didn't check that before. Irrlicht from trunk is definitly better than stable v1.8.x release (v1.8.x is...
- Tue May 30, 2017 9:28 pm
- Forum: Bug reports
- Topic: CursorControl pointer is null CIrrDeviceMacOSX.mm
- Replies: 21
- Views: 4503
Re: CursorControl pointer is null CIrrDeviceMacOSX.mm
Hi, Sorry for my late response. I'll check this patch and apply them to a trunk. @MartinVee If you need 3D acceleration on VM with macOS you should buy a second GPU and do GPU passthrough for this device in your host OS. In that way you will have native 3D performance, but remember that not all GPUs...
- Tue May 30, 2017 9:16 pm
- Forum: Bug reports
- Topic: Translation of texture doesn't work in gl_TextureMatrix
- Replies: 13
- Views: 4059
Re: Translation of texture doesn't work in gl_TextureMatrix
OK - seems this is deliberately disabled for shaders (and enabled for fixed function pipeline materials). Meaning - you _have_ to pass the info yourself. While I don't know the reason - my guesses are: - I found several websites mentioning that using gl_MultiTexCoord0 is deprecated. - Passing it al...
- Thu Apr 06, 2017 7:39 pm
- Forum: Advanced Help
- Topic: Linking errors when I compiling minetest on Mac OSX
- Replies: 4
- Views: 1156
Re: Linking errors when I compiling minetest on Mac OSX
I fixed that in the latest commit to ogl-es branch.
- Wed Jan 25, 2017 11:47 pm
- Forum: Advanced Help
- Topic: MacOS Framework missing about 30 headers?
- Replies: 2
- Views: 928
Re: MacOS Framework missing about 30 headers?
Hi, I'm not sure if v1.8.4 works properly on most recent versions of macOS (framework target is definitly outdated), however trunk should work properly. You can check it here: https://sourceforge.net/p/irrlicht/code/HEAD/tree/trunk/source/Irrlicht/ (it has Irrlicht.xcodeproj builded from scratch - i...
- Wed Jan 25, 2017 9:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht status compared to other engines
- Replies: 8
- Views: 3673
Re: Irrlicht status compared to other engines
@robmar
This driver will be available in shader-pipeline rev2 branch, however due to a lack of time I may not be able to do this soon. I think that Q2 2017 is more realistic, but we'll see
This driver will be available in shader-pipeline rev2 branch, however due to a lack of time I may not be able to do this soon. I think that Q2 2017 is more realistic, but we'll see

- Sun Dec 11, 2016 11:45 pm
- Forum: Open Discussion and Dev Announcements
- Topic: New core member REDDemon
- Replies: 7
- Views: 2609
Re: New core member REDDemon
Congratulations! 

- Fri Dec 02, 2016 9:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 4064
Re: Future of shader-pipeline branch
No, there is no public repo for this stuff yet (I need to clean a lot of stuff before send it to the public repo).
- Sat Nov 26, 2016 3:20 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 4064
Re: Future of shader-pipeline branch
It's not yet available, I'm still gaining experience in Vulkan API (new FVF branch should fit perfectly for Vulkan, Metal and D3D12). I want to prepare really flexible buffers with proper controllers/descriptors. The same buffer class should be used by both meshes and textures, just controllers/desc...
- Tue Nov 08, 2016 9:43 am
- Forum: Bug reports
- Topic: Irrlicht texture memory leak in Direct3D 9 driver
- Replies: 8
- Views: 2428
Re: Irrlicht texture memory leak in Direct3D 9 driver
4-8 textures limit is related only to fixed function pipeline. In shader pipeline even Shader Model 2.x (D3D9) cards support 16 textures, Shader Model 5.x (D3D11) cards support 32 or even 64 textures. However it will be good to switch from fixed size array for textures (SMaterialLayer) to dynamic ar...
- Wed Oct 05, 2016 7:15 pm
- Forum: Bug reports
- Topic: irrlicht 1.8.4 build failure on macOS
- Replies: 4
- Views: 6823
Re: irrlicht 1.8.4 build failure on macOS
On macOS please use trunk instead of 1.8.x.
- Wed Sep 21, 2016 10:15 am
- Forum: Bug reports
- Topic: [no bug]RTT's on D3D9 without drawing something first
- Replies: 10
- Views: 1988
Re: [no bug]RTT's on D3D9 without drawing something first
No, in OpenGL we don't need anything like a begin/end scene, thats why it works in all cases.
- Wed Sep 21, 2016 10:12 am
- Forum: Open Discussion and Dev Announcements
- Topic: Where Code Meets Creative Content
- Replies: 39
- Views: 11263
Re: Where Code Meets Creative Content
Instead of custom 'lerp' in GLSL you can just use built-in 'mix'.
- Tue Sep 20, 2016 10:03 am
- Forum: Bug reports
- Topic: [no bug]RTT's on D3D9 without drawing something first
- Replies: 10
- Views: 1988
Re: [no bug]RTT's on D3D9 without drawing something first
AFAIK CuteAlien is right, begin/end scene is just for drawing, so you can still lock/unlock RT textures. guess in the end caching stuff with rtt's while loading is simply a bad idea. In OpenGL we use RTT (FBO) to download texture from GPU to CPU (in OpenGL ES 2.0 it's the only possible way), so this...