Search found 255 matches
- 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 ...
- 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.
- 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
- 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"?
- 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...
- 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.
- 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 .
- 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.
- 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.
- Tue May 03, 2016 10:23 am
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 4928
Re: Ouzel engine
Forks are always welcome
- 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...
- 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...
- 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?
- 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
- 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