Search found 255 matches

by elvman
Wed Sep 28, 2016 11:51 am
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

Just released a version 0.24 of the Ouzel engine. A lot has been done since the previous releases, texture filtering, v-sync, sound engine (XAudio2, OpenAL, OpenSL ES backends), UTF-8 text rendering, MSAA, empty (NONE) video and audio drivers, touch support on Windows and lots of optimizations Also ...
by elvman
Fri Jul 15, 2016 3:17 pm
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

A lot of work has been done and now Ouzel engine also supports wav file playback, texture filtering, v-sync, NEON, SSE and has a Raspberry Pi support.
by elvman
Thu Jun 16, 2016 8:18 am
Forum: Advanced Help
Topic: Realistic water node
Replies: 111
Views: 16182

Re: Realistic water node

I added usage instructions to the repository: https://github.com/elnormous/RealisticWaterSceneNode
by elvman
Wed Jun 15, 2016 11:18 am
Forum: Advanced Help
Topic: Realistic water node
Replies: 111
Views: 16182

Re: Realistic water node

Ha ha, thanks! What do you mean by "referring to textures using S32 instead of f32"?
by elvman
Wed May 25, 2016 1:19 pm
Forum: Advanced Help
Topic: Realistic water node
Replies: 111
Views: 16182

Re: Realistic water node

Oh, ok, line 602 of IVideoDriver.h (driver->setRenderTarget(0); // set previous render target) and line 3781 of COpenGLDriver.cpp (COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());) really got me confused. But there is no way to get current render ta...
by elvman
Wed May 25, 2016 9:25 am
Forum: Advanced Help
Topic: Realistic water node
Replies: 111
Views: 16182

Re: Realistic water node

What do you mean by that? I am setting back the previous render target (setRenderTarget(0)) after rendering the water, so to render the water to your render target, just set it before rendering the water node.
by elvman
Tue May 24, 2016 10:07 am
Forum: Advanced Help
Topic: Realistic water node
Replies: 111
Views: 16182

Re: Realistic water node

Are you talking about my water scene node (https://github.com/elvman/RealisticWaterSceneNode)? If so, feel free to fork it, make your changes and send a pull request afterwards :).
by elvman
Mon May 23, 2016 11:07 am
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

Starting from v.0.17, Ouzel engine supports Android platforms. So now the supported platforms are: Windows, OS X, Linux, iOS, tvOS and Android.
by elvman
Sun May 08, 2016 2:10 am
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

Yes, it supports them, but non-POT texture mip-mapping is disabled for OpenGL ES, because most of the ES hardware does not support them.
by elvman
Tue May 03, 2016 10:23 am
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

Forks are always welcome :)
by elvman
Thu Apr 28, 2016 7:03 pm
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Re: Ouzel engine

Thanks! :) I planned to do the dependency injection at first, but hey, how many engine instances will you have at once? :) And as you mentioned, it would add additional field in every class and would make using the engine more complicated. Also most of the "engines" (including Unreal Engin...
by elvman
Thu Apr 28, 2016 12:26 pm
Forum: Off-topic
Topic: Ouzel engine
Replies: 9
Views: 4928

Ouzel engine

Hello! As you maybe know, I have been developing games with Irrlicht for some time (10 years already :O). I have switched to 2D games a few years ago and I experimented with Irrlicht and cocos2d-x a lot in 2D field. As I weren't satisfied with none of them (lack of platform support, architecture pro...
by elvman
Wed Mar 02, 2016 2:58 pm
Forum: Project Announcements
Topic: Realistic water scene node
Replies: 255
Views: 271557

Re: Realistic water scene node

Can you try the demo app that I uploaded?
by elvman
Thu Jan 21, 2016 8:28 pm
Forum: Bug reports
Topic: OpenGLDriver: Calling makeCurrent() on every beginScene() ?
Replies: 6
Views: 3543

Re: OpenGLDriver: Calling makeCurrent() on every beginScene(

Actually this is needed for OSX, because render context can be changed by OSX GUI. I fixed this bug for cocos2d-x by also making the context current before every frame: https://github.com/cocos2d/cocos2d-x/pull/14598
by elvman
Thu Jan 21, 2016 8:25 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht with cubemap support
Replies: 77
Views: 20201

Re: Irrlicht with cubemap support

It's 2016 and we finally got cubemap support! I am really glad :)