Great to see progress here, thanks
On texture matrices uploading: that feature being rarely used (but we use it indeed, for animating textures), I think you should not upload it when the matrix is identity. Ideally I think you should detect when the matrix changed and just upload in that case...
Search found 17 matches
- Tue Nov 19, 2013 7:22 am
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
- Sun Nov 17, 2013 9:58 am
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
Hendu >> do you know which cards those are? (I suppose some Intel chips?) So the philosophy is to only expose something that would work everywhere? That severely restricts the feature set Irrlicht can cover, then, and it wouldn't push the engine forward...
- Sat Nov 16, 2013 11:45 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
I think I'm in a good position to understand how it feels to lack time, no worries :) I was just checking after some days if the conversation was ended or not. I didn't expect to get answers anymore, sorry if I didn't wait long enough. The "offsetof" thing isn't really important to be hone...
- Fri Nov 15, 2013 10:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
Ping? Nothing new here?
- Mon Nov 11, 2013 9:08 am
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
No news on this topic then? One other thing: in the SuperTuxKart project, we had to set _IRR_MATERIAL_MAX_TEXTURES_ in IrrCompileConfig.h to a bigger value (we switched from 4 to 8). Is it possible to report this modification to trunk? For now we have our own version of Irrlicht, and as time goes we...
- Fri Nov 08, 2013 11:16 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
It seems that's right, offsetof() is not defined for non-POD types... However in practice, as long as there are no virtual functions or multiple inheritance, the layout will be standard, and offsetof() will certainly work. For the record, Visual Studio defines it this way: #ifdef _WIN64 #define o...
- Fri Nov 08, 2013 12:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Re: Submitting patches
On the remark on formatting, I understand, will try to avoid that in the future.
Can I expect my patch to reach trunk?
Can I expect my patch to reach trunk?
- Thu Nov 07, 2013 11:44 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Submitting patches
- Replies: 25
- Views: 4664
Submitting patches
Hi, I'm occasionally working on the SuperTuxKart project, that uses Irrlicht, and there are some modifications we are making to 1.8 there, that I think would be worth reporting upstream. I'll start with a simple patch that replaces raw values for the buffer offset in glXXXPointer() functions with us...
- Fri Sep 16, 2011 8:36 pm
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Re: Hardware skinning
Nadro >> I agree.
hybrid >> would you be ok if the user was required to provide his own vertex shader for using hardware skinning ?
IMO the best solution would be to give an example shader to the user, that would use a small set of easily reusable functions.
hybrid >> would you be ok if the user was required to provide his own vertex shader for using hardware skinning ?
IMO the best solution would be to give an example shader to the user, that would use a small set of easily reusable functions.
- Fri Sep 16, 2011 6:53 pm
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Re: Hardware skinning
Yup, and as I said, I'm a bit worried about the vertex shader thing (i.e. handling everything that is done in the FFP, which includes lighting with a possibly varying number of lights...).
I think that is where the real challenge is, but tell me if I'm wrong.
I think that is where the real challenge is, but tell me if I'm wrong.
- Fri Sep 16, 2011 11:51 am
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Re: Hardware skinning
I doubt that, at least that's not the case for STK, and that's the job of the engine anyway...I believe all the guys who needed hw skinning already have found their way to do it anyway.
- Sun Sep 11, 2011 4:05 pm
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Re: Hardware skinning
Hmm ok, so I will try to provide a DX9 implementation then... Yes it only requires a vertex shader, but if you use vertex lighting (which the fixed function pipeline does by default IIRC, right?) then it has to be implemented in the vertex shader. Now, think of using vertex lighting with a number of...
- Sun Sep 11, 2011 3:02 pm
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Re: Hardware skinning
Ok, thanks for the quick answer ^^ Would it be ok if I add fixed vertex format(s) that support hardware skinning, while waiting for a flexible vertex format-based approach? And if yes, I have 3 questions: - should I add the 3 required variants (Standard, 2TCoord and Tangents), or would it be ok if I...
- Sun Sep 11, 2011 1:08 pm
- Forum: Advanced Help
- Topic: Hardware skinning
- Replies: 22
- Views: 2242
Hardware skinning
Hi all, I am a contributor to the game SuperTuxKart, which is based on Irrlicht, and I have done some attempts at implementing hardware skinning, as skinning has been identified as the biggest bottleneck in STK's performance. I primarily took my inspiration from this thread: http://irrlicht.sourcefo...
- Wed Feb 22, 2006 5:00 pm
- Forum: Beginners Help
- Topic: Exporting from Blender 2.41 with the Direct8.0X Mod
- Replies: 13
- Views: 953