Search found 9934 matches
- Thu Jan 15, 2026 4:18 pm
- Forum: Off-topic
- Topic: The big problem with wizard4
- Replies: 3
- Views: 161
Re: The big problem with wizard4
As long as you have any questions/ideas/whatever about Irrlicht you are always welcome. Also it's motivating for me if people still show up once in a while ;-)
- Sun Jan 11, 2026 1:42 pm
- Forum: Beginners Help
- Topic: How to get transformed vertices for skinned mesh
- Replies: 2
- Views: 1311
Re: How to get transformed vertices for skinned mesh
You call setCurrentFrame, OnAnimate and then getMesh. The way that animation system works the original mesh is not really kept (at least not directly, it's still there in some other representation via the keys) and instead the mesh is modified each frame.
- Fri Jan 09, 2026 11:24 am
- Forum: Beginners Help
- Topic: Irrlicht and android api version
- Replies: 7
- Views: 178
Re: Irrlicht and android api version
ogl-es is the special repository for Android. But it hasn't been tested with newer API's by me in a while. I try to keep it up-to-date, but the build system it uses is pretty outdated by now. Also I never used it on Windows (as I did all my Android development on Linux), so I'm even less familiar ...
- Wed Dec 17, 2025 5:11 pm
- Forum: Beginners Help
- Topic: How write the properties of light in irrlicht?
- Replies: 2
- Views: 164
Re: How write the properties of light in irrlicht?
Phew... bit tricky. AI is partly right. First - make sure you go over the lightscenenode and not the SLight structure when setting those (as mentioned there those are not meant to be written to directly).
And then yes - ILightSceneNode::setRadius indeed sets the attenuation (and also the radius ...
And then yes - ILightSceneNode::setRadius indeed sets the attenuation (and also the radius ...
- Sun Dec 14, 2025 9:37 pm
- Forum: Beginners Help
- Topic: Question regarding my first shader steps
- Replies: 4
- Views: 198
Re: Question regarding my first shader steps
I'm not very good at this, so I hope I don't tell anythign wrong: The normal is still in modelspace (no rotations/movement/scaling applied yet). It kinda depends on what you do with it but mostly you want it in view-space (so with camera as origin as your coordinate system). As long as the model is ...
- Sat Dec 13, 2025 1:44 pm
- Forum: Beginners Help
- Topic: Question regarding my first shader steps
- Replies: 4
- Views: 198
Re: Question regarding my first shader steps
I have to admit that I still use the outdated gl_Vertex, gl_Normal, gl_Color, gl_MultiTexCoord[x]. My trick is to use #version 430 compatibility instead of core, then those are still available. Thought I probably should switch at some point. Anyway - the alternative layout looks good to me on first ...
- Tue Dec 09, 2025 4:29 pm
- Forum: Beginners Help
- Topic: Shadow Volumes into .irr file
- Replies: 2
- Views: 179
Re: Shadow Volumes into .irr file
shadowVolume is a node you can load. Maybe create one in code and write a scene - then you can see how it looks like.
- Sat Dec 06, 2025 12:06 pm
- Forum: Beginners Help
- Topic: Spot light rotation and positioning
- Replies: 2
- Views: 257
Re: Spot light rotation and positioning
You have to set the light data for your node, so assuming spotlight is an ILightSceneNode it's something like:
spotlight->getLightData().Type = irr::video::ELT_POINT;
spotlight->getLightData().OuterCone = 90.f;
spotlight->getLightData().Falloff = 1.f;
Also make sure your target material hasn't ...
spotlight->getLightData().Type = irr::video::ELT_POINT;
spotlight->getLightData().OuterCone = 90.f;
spotlight->getLightData().Falloff = 1.f;
Also make sure your target material hasn't ...
- Sat Dec 06, 2025 11:49 am
- Forum: Code Snippets
- Topic: Drag / Drop functionality for Tree View
- Replies: 30
- Views: 38505
Re: Drag / Drop functionality for Tree View
I thought a bit more about it this morning and get the reason for insert before/after separate now (otherwise once you clear out all elements after a non-moving element you can't move any back in again unless start/end of list also have flags).
edit: Maybe having "sticky" sides might be more ...
edit: Maybe having "sticky" sides might be more ...
- Sat Dec 06, 2025 12:37 am
- Forum: Code Snippets
- Topic: Drag / Drop functionality for Tree View
- Replies: 30
- Views: 38505
Re: Drag / Drop functionality for Tree View
Thanks! And sorry for still not applying it. I wanted to do some changes back then. First I thought amount of flags can be reduced by having a flag like "allow_drop" instead of 2 for insert before/after. So as soon as one node allows it you can drop around it. And other thing was that the line is ...
- Thu Dec 04, 2025 11:32 am
- Forum: Project Announcements
- Topic: Nightork Adventures - Beyond the Moons of Shadalee
- Replies: 14
- Views: 37237
Re: Nightork Adventures - Beyond the Moons of Shadalee
Nice suprise to suddenly see a new game made with Irrlicht :-) Gratulations!
- Thu Nov 20, 2025 4:28 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 821
Re: Compile irrlicht 1.9.0 without d3d9 shaders
If those in the zip don't work ... that's strange. Usually only happens if D3D9 is not installed at all on the system. Don't really remember if it was installed back then by default.
- Thu Nov 20, 2025 4:14 pm
- Forum: Beginners Help
- Topic: Compile irrlicht 1.9.0 without d3d9 shaders
- Replies: 6
- Views: 821
Re: Compile irrlicht 1.9.0 without d3d9 shaders
Do you get the same error when you run bin\Win32-VisualStudio\10.Shaders.exe from the official irrlicht1.8.5.zip? (with options: D3D9/high level/no Cg)
And how did you build this? You checked out svn trunk I assume. But which compiler? Code::Blocks or native gcc? Or some Visual Studio version? I ...
And how did you build this? You checked out svn trunk I assume. But which compiler? Code::Blocks or native gcc? Or some Visual Studio version? I ...
- Fri Nov 14, 2025 11:38 am
- Forum: Advanced Help
- Topic: Steamworks fails to get window handle for showing overlay
- Replies: 4
- Views: 2109
Re: Steamworks fails to get window handle for showing overlay
I haven't worked with SteamAPI yet. But maybe you can use SExposedVideoData is some way to set the handle later? Check the Win32Window example.
- Mon Nov 10, 2025 10:27 pm
- Forum: Beginners Help
- Topic: Render texture takes a lot of memory
- Replies: 1
- Views: 359
Re: Render texture takes a lot of memory
Render textures? You mean render target textures (in which case - why?) or just the usual textures?
Anyway, no immediate idea - it's usually around bytes per pixel times resolution. Anything beyond that I'd need an example to see what's going on.
Anyway, no immediate idea - it's usually around bytes per pixel times resolution. Anything beyond that I'd need an example to see what's going on.