Search found 10 matches

by hub
Thu Sep 23, 2004 3:21 pm
Forum: Advanced Help
Topic: IrrMax or what we can do with Irrlicht and 3dsmax...
Replies: 4
Views: 703

Thanx :D
Can't wait to see it in action...
by hub
Fri Sep 17, 2004 6:46 pm
Forum: Advanced Help
Topic: Inheritance vs Composition...
Replies: 1
Views: 431

Inheritance vs Composition...

... or how to properly extend Irrlicht functionality. I've been considering this issue in regard to writing a game engine on top of existing Irrlicht hierarchy. I would like to derive some IGameNode (for insance) out of ISceneNode (or IAnimatedMeshSceneNode or whatever). Since these are just interfa...
by hub
Fri Sep 17, 2004 4:32 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Old Hardware vs Vertex/Pixel Shaders
Replies: 10
Views: 3994

Last one was mine...
by hub
Fri Sep 17, 2004 4:30 pm
Forum: Advanced Help
Topic: IrrMax or what we can do with Irrlicht and 3dsmax...
Replies: 4
Views: 703

IrrMax or what we can do with Irrlicht and 3dsmax...

...or we can't but would like to be able to do. More precisely: 3dsmax5/6 has a nice feature of assigning vertex colors to a mesh. This can even be connected with a radiosity solution, which gives quite realistic results. Especially the shadows look promising. I can see such lighting in my game envi...
by hub
Sat Sep 11, 2004 5:04 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Old Hardware vs Vertex/Pixel Shaders
Replies: 10
Views: 3994

Impossible to be dissatisfied or to emulate? :)
Anyway thanks!
by hub
Sat Sep 11, 2004 4:30 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Old Hardware vs Vertex/Pixel Shaders
Replies: 10
Views: 3994

Old Hardware vs Vertex/Pixel Shaders

Is there any way to get my geforce2mx to support vs/ps via some emulation? (don't tell me to use the default rasterizer - I just want to emulate this stuff not all rendering/rasterization process.) And so, I seem to be the only one dissatisfied with the introduction of shaders into Irrlicht :?
by hub
Fri Sep 10, 2004 6:07 pm
Forum: Advanced Help
Topic: view frustum culling
Replies: 13
Views: 3607

It was said that the hardware is resoinasible for the polygon culling. If so, what does the IrrichtDevice::getPrimitiveCountDrawn() refer to? Does it really show how many primitives were actually drawn (and then optionally clipped by some Z-buffer operations) or just primitives which were sent to th...
by hub
Wed Sep 08, 2004 3:09 pm
Forum: Advanced Help
Topic: A matter of performance
Replies: 1
Views: 547

A matter of performance

Having read some whitepapers and other stuff on OctTrees (I'll let BSP alone since it doesn't quite work in Irrlicht) I wanted to check its real efficency (in rendering of .bsp maps, not collision detection). To be honest it doesn't seem to reduce rendered polygon count to such an extend as it shoul...
by hub
Wed Sep 08, 2004 2:40 pm
Forum: Advanced Help
Topic: OctTreeSceneNode and dynamic lights
Replies: 3
Views: 726

This's just a guess (running home to check it out in a moment :D ) but the problem might be connectod with the material type used. Maybe try using EMT_LIGHTMAP_LIGHTING which enables you to mix lightmaps and vertex (ordinary) lights. Default mat. type for oct. tree enities is (presumably) EMT_LIGHTM...
by hub
Thu Sep 02, 2004 5:56 pm
Forum: Advanced Help
Topic: vtable
Replies: 5
Views: 684

Additionally to what's already been said, I'd suggest to check weather all pure virtual functions have been overridden. On the other hand, the compiler message is murky indeed...