Search found 208 matches
- Sat Dec 08, 2012 11:41 am
- Forum: Project Announcements
- Topic: Irrlicht Wrapper for FreeBasic
- Replies: 49
- Views: 65247
Re: Irrlicht Wrapper for FreeBasic
Hello, When I try to execute the IrrlichtShaders.bas in the examples folder I get the following error messages - The IrrlichtShaders.bas file is a support file used by some of the other examples it is not intended to be executed directly. Hello, The file - 97_Example_PhysicsNewtonAndOpenDE.bas prod...
- Sun Jun 19, 2011 10:41 pm
- Forum: Project Announcements
- Topic: Removed project
- Replies: 5
- Views: 1602
Removed project
Due to a change in employment I have had to temporarily remove this announcement, my apologies.
- Sat Jul 31, 2010 8:17 am
- Forum: Beginners Help
- Topic: MouseEvent
- Replies: 2
- Views: 706
This is just a suggestion without running any code and having not used this class before (looks nice though). As CNrp2DPictureFlowis based on a listbox the click hit will be tested against the AbsoluteRect and inside a square, from a quick scan of the CNrp2DPictureFlow code it looks like all mouse c...
- Thu Jul 22, 2010 9:34 pm
- Forum: Beginners Help
- Topic: Fading out effect with TRANPARENT_ALPHA_CHANNEL
- Replies: 7
- Views: 1434
My IrrlichtWrapper contains a LOD node that changes the meshes applied to child nodes at different distances but it also has a fading effect once the node gets over a specified distance. it requires lighting to be turned on. It has some references to custom material effects I have coded into my vers...
- Mon Jul 19, 2010 11:00 pm
- Forum: Beginners Help
- Topic: Generating run-time poly meshes
- Replies: 3
- Views: 590
I am going to create a project announcement on this is a few days, I will also upload the code again then too. I've got a spherical mesh now with the quads splitting as the camera gets closer the join function is almost there too for reducing density as the camera moves away. I am using the geomipma...
- Sun Jul 18, 2010 9:34 am
- Forum: Beginners Help
- Topic: Generating run-time poly meshes
- Replies: 3
- Views: 590
Hello AW111, Coincidentally I am looking at a terrain node too. Mine is going to be a spherical terrain for planets that combines a heightmap and noise function for 'planet scale detail' supporting terrain, water and atmosphere layers hopefully. I am just at the test phase at the moment and what I ...
- Sat Jul 17, 2010 6:25 am
- Forum: Beginners Help
- Topic: A lot of objects - a lot of Slowdown?
- Replies: 9
- Views: 779
I have posted a reply to baz on batching meshes in http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=228331#228331 The example I use for batching meshes batches 2500 object containing a total of about 330,000 polygons without batching and without hardware buffers it runs at 24fps. with batching...
- Sat Jul 17, 2010 6:21 am
- Forum: Beginners Help
- Topic: Mesh batching
- Replies: 14
- Views: 5034
I utilise the Batching Mesh in my IrrlichtWrapper you can use that as a simple example. When dealing with static objects the CBatchingMesh module can offer really massive frame rate improvements as it gets rid of all of the overhead associated with managing a node and setting up a node for rendering...
- Fri Jul 09, 2010 10:18 am
- Forum: Code Snippets
- Topic: New GUI skin [update: new skins, support for 1.5/1.6]
- Replies: 112
- Views: 75745
Great job on this GUI module. I've only just taken a look at this. Its working very well and is a very easy way to customize the GUI. The errors that Monchito referred to some months ago are due to changes in the interface defined in IGUISkin (although they are only thrown by the latest dodgy GCC co...
- Fri Jul 09, 2010 9:20 am
- Forum: Beginners Help
- Topic: I make smart programs, want to make games. where to start
- Replies: 5
- Views: 577
My personal recommendation would be the following: - * Study the tutorials supplied with Irrlicht, compile them, tweak them, play around with the code and get an idea of what the engine can do. * Come up with a complete game concept, think about all the aspects of your game and get them written down...
- Tue Jul 06, 2010 9:29 pm
- Forum: Project Announcements
- Topic: pacific_chung free flight simulator in freebasic
- Replies: 8
- Views: 2535
- Sun Jul 04, 2010 3:18 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3390
I'm very surprised that it would be returned like that surely there must be some segmentation. Even if the vertices had been entirely prepared for passing though the appropriate OpenGL calls, some segmentation would be required for the support of hardware buffering for example. What frame rate does ...
- Wed Jun 30, 2010 6:35 pm
- Forum: Beginners Help
- Topic: Funtion
- Replies: 37
- Views: 3136
but i'm sure you can't really program an entire game using C-style API. so its quite pointless. I nearly spat my coffee on my keyboard when I read that. Unlike footballers as C gets older it stays just as fast and functional as it ever was :) Wrapping Irrlicht in a C interface carefully actually ad...
- Tue Jun 29, 2010 10:10 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3390
Do you mind me asking what library are you using for this? As I'm sure you know most planetary rendering engines utilise some method of reducing the number of vertices they are using and changing each frame. Often the surface is divided into a number of patches and as you move closer to or further a...
- Sun Jun 27, 2010 11:10 pm
- Forum: Beginners Help
- Topic: Funtion
- Replies: 37
- Views: 3136
Why do you want this 'Scale' function rather than just call setScale for that object? I have created a similar function myself but it was necessary to allow it to be used by a language that was not object oriented. If you just want to uniformly scale your object you could use the following command: ...