Search found 14 matches

by siberianstar
Sun Jul 23, 2006 11:30 pm
Forum: Project Announcements
Topic: Irrlicht for the PSP
Replies: 9
Views: 2638

Hello,

i would like to reply to this topic.,

yes irr has been changed to engine, but porting this engine was a very hard work, we had to work and rewrite a lot (most of them) of classes, it's a wonderful engine but how do you think it works in 24mb of ram if a player mesh takes 4mb?

Irrlicht is ...
by siberianstar
Sat Jul 01, 2006 5:03 pm
Forum: Advanced Help
Topic: Clipping software2 algo to opengl
Replies: 0
Views: 254

Clipping software2 algo to opengl

How can i reuse teh CSoftwareDriver2 clipping algorithm for the opengl driver??? thanks!
by siberianstar
Fri Jun 30, 2006 1:23 pm
Forum: Advanced Help
Topic: A Simple question
Replies: 7
Views: 767

I've rewritten the csoftwaredriver2 class because there were less code to delete. I'm using PSPGL to port Irrlicht 1.0 on the PSP. But the PSP has a stupid clip algo. And when a vertex goes too far away from the screen the psp just cull the entire primitive.

Result:
http://85.25.18.122/IM000345.jpg ...
by siberianstar
Fri Jun 30, 2006 1:22 pm
Forum: Advanced Help
Topic: A Simple question
Replies: 7
Views: 767

i've rewritten the csoftwaredriver2 class because there were less code to delete :P I'm using pspgl with the PSP Console to port irrlicht 1.0 on psp.

But the psp has got a stupid clipping algo and when a vertex goes too far from the screen it just culls the entire primitive. The result is here ...
by siberianstar
Fri Jun 30, 2006 9:38 am
Forum: Advanced Help
Topic: A Simple question
Replies: 7
Views: 767

i've to tessellate the triangles that intersect the frustrum view planes on rendering time..
by siberianstar
Thu Jun 29, 2006 11:51 pm
Forum: Beginners Help
Topic: Simple question
Replies: 0
Views: 164

Simple question

Hello, i've a problem.

I'm in CSoftwareDriver2.cpp and i've to call the getActiveCamera(), how can i do ?

i would very appreciate your help, thanks
by siberianstar
Thu Jun 29, 2006 10:54 pm
Forum: Advanced Help
Topic: A Simple question
Replies: 7
Views: 767

i've to put the code on COpenGLDriver.cpp, what i've to include ? the last code you paste me didn't compile
by siberianstar
Thu Jun 29, 2006 7:09 pm
Forum: Advanced Help
Topic: A Simple question
Replies: 7
Views: 767

A Simple question

How can i see if a triangle S3DVertex2TCoords triangle[3], is interesecting the frustum view?
by siberianstar
Thu Jun 29, 2006 12:30 pm
Forum: Advanced Help
Topic: Tesselate Q3 Maps
Replies: 0
Views: 484

Tesselate Q3 Maps

Hello, i need to tesselate triangles in the Q3 Map loader, i made this code but it's not working good. Someone can help me ? pls

CQ3LevelMesh.cpp :
// EDIT: currentVertex -> currentVertex[3]
video::S3DVertex2TCoords currentVertex[3];
for (s32 vu=0; vu<3; ++vu)
{

tBSPVertex *v = &Vertices ...
by siberianstar
Wed Jun 28, 2006 9:53 pm
Forum: Advanced Help
Topic: Frustrum problem
Replies: 6
Views: 1858

yes
by siberianstar
Wed Jun 28, 2006 9:53 pm
Forum: Advanced Help
Topic: Frustrum problem
Replies: 6
Views: 1858

yes
by siberianstar
Wed Jun 28, 2006 8:03 pm
Forum: Advanced Help
Topic: Frustrum problem
Replies: 6
Views: 1858

no, i'm using a ported gl version for PSP. How can i disable the frustrum view?
by siberianstar
Wed Jun 28, 2006 5:16 pm
Forum: Advanced Help
Topic: Frustrum problem
Replies: 6
Views: 1858

Frustrum problem

Hello,

i'm porting on PSP the Irrlicht engine, i've a problem with the frustrum view.

http://85.25.18.122/IM000345.jpg
http://85.25.18.122/IM000348.jpg

how can you see from there two shots (my camera is poop), at the border of the screen the triangles are not rendered, i thought bcz they ...