Search found 1656 matches

by Nadro
Thu May 03, 2018 12:22 am
Forum: Beginners Help
Topic: iOS - Admob
Replies: 4
Views: 816

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...
by Nadro
Thu Jun 01, 2017 9:12 am
Forum: Bug reports
Topic: CursorControl pointer is null CIrrDeviceMacOSX.mm
Replies: 21
Views: 3648

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...
by Nadro
Tue May 30, 2017 9:28 pm
Forum: Bug reports
Topic: CursorControl pointer is null CIrrDeviceMacOSX.mm
Replies: 21
Views: 3648

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...
by Nadro
Tue May 30, 2017 9:16 pm
Forum: Bug reports
Topic: Translation of texture doesn't work in gl_TextureMatrix
Replies: 13
Views: 3361

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...
by Nadro
Thu Apr 06, 2017 7:39 pm
Forum: Advanced Help
Topic: Linking errors when I compiling minetest on Mac OSX
Replies: 4
Views: 949

Re: Linking errors when I compiling minetest on Mac OSX

I fixed that in the latest commit to ogl-es branch.
by Nadro
Wed Jan 25, 2017 11:47 pm
Forum: Advanced Help
Topic: MacOS Framework missing about 30 headers?
Replies: 2
Views: 766

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Hi, I'm not sure if v1.8.4 works properly on most recent versions of macOS (framework target is definitly outdated), however trunk should work properly.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...
by Nadro
Wed Jan 25, 2017 9:58 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht status compared to other engines
Replies: 8
Views: 3234

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 :)
by Nadro
Sun Dec 11, 2016 11:45 pm
Forum: Open Discussion and Dev Announcements
Topic: New core member REDDemon
Replies: 7
Views: 2156

Re: New core member REDDemon

Congratulations! :)
by Nadro
Fri Dec 02, 2016 9:00 am
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3513

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).
by Nadro
Sat Nov 26, 2016 3:20 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3513

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...
by Nadro
Tue Nov 08, 2016 9:43 am
Forum: Bug reports
Topic: Irrlicht texture memory leak in Direct3D 9 driver
Replies: 8
Views: 2130

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...
by Nadro
Wed Oct 05, 2016 7:15 pm
Forum: Bug reports
Topic: irrlicht 1.8.4 build failure on macOS
Replies: 4
Views: 4369

Re: irrlicht 1.8.4 build failure on macOS

On macOS please use trunk instead of 1.8.x.
by Nadro
Wed Sep 21, 2016 10:15 am
Forum: Bug reports
Topic: [no bug]RTT's on D3D9 without drawing something first
Replies: 10
Views: 1621

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.
by Nadro
Wed Sep 21, 2016 10:12 am
Forum: Open Discussion and Dev Announcements
Topic: Where Code Meets Creative Content
Replies: 39
Views: 9024

Re: Where Code Meets Creative Content

Instead of custom 'lerp' in GLSL you can just use built-in 'mix'.
by Nadro
Tue Sep 20, 2016 10:03 am
Forum: Bug reports
Topic: [no bug]RTT's on D3D9 without drawing something first
Replies: 10
Views: 1621

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...