Search found 9934 matches

by CuteAlien
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 ;-)
by CuteAlien
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.
by CuteAlien
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 I try to keep it up-to-date, but the build system it uses is pretty outdated by now.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 ...
by CuteAlien
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 ...
by CuteAlien
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 ...
by CuteAlien
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I have to admit that I still use the outdated gl_Vertex, gl_Normal, gl_Color, gl_MultiTexCoord[x].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 ...
by CuteAlien
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.
by CuteAlien
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 ...
by CuteAlien
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 ...
by CuteAlien
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 ...
by CuteAlien
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!
by CuteAlien
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.
by CuteAlien
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 ...
by CuteAlien
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.
by CuteAlien
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.