T101, interesting idea. :) Not sure, but wouldn't be an std::map (or perhaps an std::vector ?) be simplier though? I know, needs STLPort, but technically it shouldn't be slower... I think :?
Why does it need STLPort? map and vector or both part of the Standard C++ Library, and most current ...
Search found 13 matches
- Sun Sep 26, 2004 11:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Everything should have a true/false flag
- Replies: 10
- Views: 1359
- Mon Sep 13, 2004 1:13 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht vs Ogre
- Replies: 57
- Views: 7888
- Thu Aug 19, 2004 3:43 pm
- Forum: Off-topic
- Topic: Information on algorithms to "bind" textures onto
- Replies: 0
- Views: 659
Information on algorithms to "bind" textures onto
I am dealing in 2d only. I have a 64x64 texture, that I want to bind to an irregular shape. In opengl, this is trival, I setup a triangle strip, and bind the texture. What I am looking for is a software algorithm that covers how the pixels are filtred/expanded/average to make it fit on the shape. I ...
- Fri Aug 06, 2004 7:53 pm
- Forum: Beginners Help
- Topic: Namespaces
- Replies: 15
- Views: 2225
- Sun Jul 18, 2004 2:00 am
- Forum: Beginners Help
- Topic: Software rendering in linux
- Replies: 4
- Views: 601
ok, in presenter
Hmm, found the error, was actually in my IImage subclass, so the excerize at least caught that bug (hadn't shown up under opengl, strange). Anyway, clearly the approach I considered for present is way too slow. So will have to investigate it more, and learn some more X.
Also, I have a much better ...
Also, I have a much better ...
- Sun Jul 18, 2004 1:07 am
- Forum: Beginners Help
- Topic: Software rendering in linux
- Replies: 4
- Views: 601
in addTexture
Tracked in down some more, seems to be in addTexture() when using the Software Render under linux.
- Sun Jul 18, 2004 12:43 am
- Forum: Beginners Help
- Topic: Software rendering in linux
- Replies: 4
- Views: 601
More then present() needed
I think there is more then the method present() needed. For that method, I did the following:
//! presents a surface in the client area
void CIrrDeviceLinux::present(video::IImage* image)
{
os::Printer::log("In CIrrDeviceLinux.", ELL_WARNING);
// TODO, display IImage in X, just like in ...
//! presents a surface in the client area
void CIrrDeviceLinux::present(video::IImage* image)
{
os::Printer::log("In CIrrDeviceLinux.", ELL_WARNING);
// TODO, display IImage in X, just like in ...
- Sat Jul 17, 2004 6:29 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht CVS Petition
- Replies: 38
- Views: 26643
Did you ask, versus just speculate?
No offense to niko if this isn't right.
But...
This is starting to show signs of turning into Neoengine. For those who don't know, about a month ago, the dev of Neoengine, after being out've contact for a while (like niko), decided to drop neo1 to start a new engine. Now, I think this is ...
But...
This is starting to show signs of turning into Neoengine. For those who don't know, about a month ago, the dev of Neoengine, after being out've contact for a while (like niko), decided to drop neo1 to start a new engine. Now, I think this is ...
- Sat Jul 17, 2004 6:12 pm
- Forum: Beginners Help
- Topic: Software rendering in linux
- Replies: 4
- Views: 601
Software rendering in linux
I came upon this in irrlicht's code:
//! presents a surface in the client area
void CIrrDeviceLinux::present(video::IImage* image)
{
// TODO, display IImage in X, just like in CIrrDeviceWin32::present()
// I'm new to X and did not find out how to do this quickly.
// If someone knows how to ...
//! presents a surface in the client area
void CIrrDeviceLinux::present(video::IImage* image)
{
// TODO, display IImage in X, just like in CIrrDeviceWin32::present()
// I'm new to X and did not find out how to do this quickly.
// If someone knows how to ...
- Thu Jul 15, 2004 2:05 am
- Forum: Beginners Help
- Topic: 2d and texture
- Replies: 2
- Views: 525
Controlling the order of drawing
You only ever need one scene manager, there's no point having more than one as it manages multiple scene nodes and draws them on screen. I don't know what would happen if you used multiple scene managers but it is basically a waste of resources and memory having the multiple instances.
How then ...
How then ...
- Thu Jul 15, 2004 1:34 am
- Forum: Beginners Help
- Topic: 2d and texture
- Replies: 2
- Views: 525
2d and texture
I am working on an isometric game, with the ability to stretch tiles based on the altitude . So like a 2.5D game. Bascially I have two pieces of artwork, a diamond for the times the tile should be draw 2d, and a texture when it should be bound. I am considering doing an ISceneNode subclass, that on ...
- Mon Jul 12, 2004 2:04 am
- Forum: Bug reports
- Topic: Example 9.0 segfaults in SuSE Linux 9.1
- Replies: 1
- Views: 1408
Example 9.0 segfaults in SuSE Linux 9.1
Well, I posted this on SF Bug tracker as well.
Anyway.....
On linux (SuSE 9.1), the example 9.0 for irrlicht examples always crashes with a seg fault.
It tries to read the configuration file, and in the file:
CXMLReader.cpp
method: void CXMLReader::parseOpeningXMLElement()
It gets to this line ...
Anyway.....
On linux (SuSE 9.1), the example 9.0 for irrlicht examples always crashes with a seg fault.
It tries to read the configuration file, and in the file:
CXMLReader.cpp
method: void CXMLReader::parseOpeningXMLElement()
It gets to this line ...
- Fri Jul 09, 2004 8:02 pm
- Forum: Advanced Help
- Topic: Binding a 2d Texture to a polygon
- Replies: 0
- Views: 397
Binding a 2d Texture to a polygon
I have a texture, I want to bind to a polygon. The game is totally 2d, isometric, but with an "altitude adjustment" (like the Ultima Online 2d client).
In native opengl, I would just Bind the texture to my polygon, specifiing the vertexs for the four sides in 2d coordinates. I don't think this is ...
In native opengl, I would just Bind the texture to my polygon, specifiing the vertexs for the four sides in 2d coordinates. I don't think this is ...