Search found 12 matches
- Tue Aug 15, 2006 3:06 am
- Forum: Beginners Help
- Topic: New problem.. This is getting bad =/
- Replies: 22
- Views: 727
Sorry.. I know I said I should shut up... Could we move this into a feature or alternate thread. I am interested on implementing a long term solution to this and I am decent enough programmer to be able to do so(a crappy 3D person though;))...(or as we like to say..still learning)... I agree that su...
- Tue Aug 15, 2006 12:09 am
- Forum: Beginners Help
- Topic: New problem.. This is getting bad =/
- Replies: 22
- Views: 727
I am not sure what your application is ..and I don't really like nit-picking..not all cards support this function which makes chunking the only viable way to ensure interoperability over a wide variety of cards. I look more in this as NOT a quick hack, but as a long term solution that works over bot...
- Mon Aug 14, 2006 4:39 pm
- Forum: Beginners Help
- Topic: New problem.. This is getting bad =/
- Replies: 22
- Views: 727
I don't want to confuse anybody..but anyways.. Doing a little research on my part..looking at how other engine handle it.. Believe this is handle by 'chunking' textures..basically spliting textures multiple power of 2 texture chains.... For example if you have a texture of 800x600..could chunk it in...
- Sun Aug 13, 2006 2:06 pm
- Forum: Beginners Help
- Topic: question about irrlicht.dll
- Replies: 2
- Views: 182
- Sun Aug 13, 2006 1:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future for Irrlicht!
- Replies: 28
- Views: 3290
It's 6 developers if you check the authors page, and lots of contributors as well. But of course we need the input from the community as we cannot keep up the pace without. And bitplane and I are also developing new things (check bitplane's homepage for several interesting new scene nodes, I've con...
- Sun Aug 13, 2006 1:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future for Irrlicht!
- Replies: 28
- Views: 3290
It's 6 developers if you check the authors page, and lots of contributors as well. But of course we need the input from the community as we cannot keep up the pace without. And bitplane and I are also developing new things (check bitplane's homepage for several interesting new scene nodes, I've con...
- Sun Aug 13, 2006 1:23 pm
- Forum: Beginners Help
- Topic: 2D texture transparency
- Replies: 6
- Views: 416
Check the driver you are using... When I use the default software one, transparency seem broken... When I use the apel(wacha macallit one) software renderer...trasprencies are fine.. Works with directx, opengl as well.. Could be a driver issue with specific cards...not sure? Only have about 2 more d...
- Sun Aug 13, 2006 1:17 pm
- Forum: Beginners Help
- Topic: 2d/3d questions with draw2d/blitting textures
- Replies: 2
- Views: 236
Ya, Seem like it doesn't..Did a debug track of the driver..looks like it is sticking it into a 512 x 512 texture. I was thinking of re-sizing scaling the image..but I suspect that's is what is being done already. Here are the screenies: DirectX: Notice the artifacts along the edges and the planet ht...
- Sun Aug 13, 2006 11:08 am
- Forum: Beginners Help
- Topic: 2D texture transparency
- Replies: 6
- Views: 416
From what I know: 1) Have your source image be able to support an alpha channel (i.e. PNG or TGA). Make sure the alpha channel is properly set oon the image 2) OR designed a specific color to be transparent(I use 255,0,255(rgb). For this make sure all parts of your image that you want transparent us...
- Sun Aug 13, 2006 9:46 am
- Forum: Beginners Help
- Topic: 2d/3d questions with draw2d/blitting textures
- Replies: 2
- Views: 236
2d/3d questions with draw2d/blitting textures
I was trying out the idea of re-writing my 2d game into 3d(after using SDL) and I am running into a snag I knew I should have forseen. Currently my 2d game has alot of assets of various sizes..the worse though are full screen 800x600 sized. When I was playing around with blitting the textures, a 800...
- Sun Aug 13, 2006 6:47 am
- Forum: Bug reports
- Topic: software draw2d broken alpha channel with 24 bit PNG
- Replies: 0
- Views: 1175
software draw2d broken alpha channel with 24 bit PNG
Doing a: gDriver->draw2DImage(mSource->pSurf, core::position2d<s32>(nX+mOriginX, nY+mOriginY), mRect, 0,video::SColor(255,255,255,255), true); where mSource->pSurf is a 24 PNG with alpha channel. Using the Software2 renderer the texture is rendered properly. Using the Software1, the alpha channel is...
- Mon Aug 07, 2006 1:37 pm
- Forum: Beginners Help
- Topic: Clearing textures?
- Replies: 1
- Views: 144
Clearing textures?
Hi, Probably a stupid question, but not asking is worse. I know you call driver->getTexture(X) to load a texture but I don't see a 'clear'/release texture function. I am assuming that the engine does texture management for us? Still I am building a surface management class and would like to be able ...