Search found 9679 matches
- Thu May 30, 2024 10:32 am
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 4
- Views: 27
Re: easy ImGui integration
Hm, I see. Actually even have this on my todo list, just pretty far down :-( Either make getOpenGLTextureName and getDX9Texture accessible via ITexture or add some IOpenGLTexture/IDirect3DTexture interfaces which have those functions or add an exposed interface for textures like IVideoDriver has wit...
- Wed May 29, 2024 10:45 pm
- Forum: Code Snippets
- Topic: easy ImGui integration
- Replies: 4
- Views: 27
Re: easy ImGui integration
I suppose as long as you can control all Irrlicht textures which you need in ImGui you can use a wrapper function around driver->getTexture (and removeTexture as well I suppose) which internally has a global map with an uint32_t and a texture pointer.
- Wed May 29, 2024 8:44 pm
- Forum: Beginners Help
- Topic: How to avoid clipping the view port rect?
- Replies: 10
- Views: 177
Re: How to avoid clipping the view port rect?
Take what I say with grain of salt as this is not an area of expertise for me as I always got away with what Irrlicht offered so far. I think GLSL versions are not the problem for this as you can require any GLSL version you want in the shader (with something like "#version 430 compatibility&qu...
- Sun May 26, 2024 11:34 am
- Forum: Beginners Help
- Topic: How to fix 'Could not create IImage, format only supported for render target textures.'?
- Replies: 1
- Views: 40
Re: How to fix 'Could not create IImage, format only supported for render target textures.'?
Switch to svn trunk version of Irrlicht. This wasn't supported in Irrlicht 1.8 (not sure if for any good reason).
- Sat May 25, 2024 9:38 pm
- Forum: Beginners Help
- Topic: how to change blending reflection?
- Replies: 2
- Views: 45
Re: how to change blending reflection?
From what I see you can't . It simply multiplies the 2 involved textures, so you can only modify the textures for that one (I guess with reduced contrast in the reflection textures it would reflect less?). For advanced effects you have no choice but write your own shaders.
- Sat May 25, 2024 2:27 pm
- Forum: Beginners Help
- Topic: How to avoid clipping the view port rect?
- Replies: 10
- Views: 177
Re: How to avoid clipping the view port rect?
I've patched Irrlicht in [r6636] for this by adding a parameter to setViewPort. Thought it only works with OpenGL (and NullDriver which does nothing...), all other drivers will not handle it correctly (D3D 9 can handle it with larger coordinates, but not with negative ones, software drivers will cra...
- Sat May 25, 2024 10:48 am
- Forum: Beginners Help
- Topic: How to avoid clipping the view port rect?
- Replies: 10
- Views: 177
Re: How to avoid clipping the view port rect?
Yeah, the more I thought about it the more certain I was this should work. It's only a transformation and unrelated to the clipping. But still wondering why it's in there then, maybe to make harder to mess up when working with rtt's? So people don't have to care about it most of the time and it stil...
- Fri May 24, 2024 8:53 pm
- Forum: Beginners Help
- Topic: How to avoid clipping the view port rect?
- Replies: 10
- Views: 177
Re: How to avoid clipping the view port rect?
Isn't that what I wrote after the "Ow... or maybe I do get it ..."? I'm not quite sure what would happen. I searched a bit around the web and found answers from "gpu will just clip it, no problem" to "this is badly defined in OpenGL" to "might depend on the graphic...
- Tue May 21, 2024 3:14 pm
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
Intel GPU on your notebook?
- Tue May 21, 2024 9:34 am
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
Many work in both. HLSL didn't change that much itself, more like the stuff you can do with it and how data is send to the gpu. But for example cubemap smoothing over borders with d3d9 won't work (you can see it in the examples when you increase the smoothing - in d3d9 you see the borders then, in o...
- Mon May 20, 2024 9:53 pm
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
Yeah, don't do assembly shaders in this decade. Irrlicht still has a few of those internally, but just for historical reasons (were written once by people who knew that stuff and as long as they kinda work no one replaces them). I started with HLSL, but currently using GLSL for everything. GLSL just...
- Mon May 20, 2024 8:13 pm
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
Depends on what you really do. Playing with cubemaps is somewhat advanced stuff. You can't really use them without shaders. So likely next step you want to do stuff like for example mixing environment maps with your texture models. Then add lighting again - and so on. And that has all to be done in ...
- Mon May 20, 2024 5:34 pm
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
New version has the warnings removed. Sadly no speed-up, would have to rewrite XEffects quite a bit for that and I'm not familiar enough with the code to do that.
- Mon May 20, 2024 4:36 pm
- Forum: Beginners Help
- Topic: Other shadows engines
- Replies: 30
- Views: 340
Re: Other shadows engines
My guess is you replaced the createSphereMesh by a getMesh() call but still drop() that mesh. Guessing that because that's what regularly happens to me when I switch from createMesh functions to getMesh functions and you'll get exactly that crash then ;-)
- Mon May 20, 2024 10:40 am
- Forum: Beginners Help
- Topic: How to avoid clipping the view port rect?
- Replies: 10
- Views: 177
Re: How to avoid clipping the view port rect?
Sorry, either I don't get what you do or what you expect. If you move an object left-right in 3D space with perspective camera then objects do change (if you are in a tunnel you can see both side-walls at once because of that). That's what perspective does. You can't move things to the side and have...