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Search found 2293 matches
- Sun Jun 24, 2018 11:41 pm
- Forum: Beginners Help
- Topic: Things I wish I knew before starting IrrLicht
- Replies: 4
- Views: 963
- Sun Jun 24, 2018 11:29 pm
- Forum: Game Programming
- Topic: OpenAL question: Double Buffer or Single buffer streaming?
- Replies: 3
- Views: 3261
OpenAL question: Double Buffer or Single buffer streaming?
Just as the question tells. I'm programming a OpenAL driver, and i'm wondering which is the best approach. Is it worth to have 2 buffers on a sound source to stream audio, so one is played while the other is being updated or isn't worth the hassle? which is the best way to synchronize the data strea...
- Wed Jun 13, 2018 1:13 am
- Forum: Advanced Help
- Topic: OpenGL & OpenGL-ES deprecated on iOS 12
- Replies: 13
- Views: 2952
Re: OpenGL & OpenGL-ES deprecated on iOS 12
Same goes for VK on Universal Windows Platform and Direct3D12. Is curious, because, at least on AMD, seems that VK and Direct3D12 are built over the same universal AMD architecture API (so they can build the drivers for all their hardware faster) which resembles very much to Vulkan, maybe Metal as w...
- Sun Jun 10, 2018 1:41 am
- Forum: Advanced Help
- Topic: OpenGL & OpenGL-ES deprecated on iOS 12
- Replies: 13
- Views: 2952
Re: OpenGL & OpenGL-ES deprecated on iOS 12
Deprecating OpenGL looks very "Apple-ish" Closed even in their own Graphics API. Probably people will "melt" OpenGL into Metal through wrappers, just like MoltenVK. Well, i think that will backfire, as people won't spend their time learning 3 API just to port a program to iOS or ...
- Sun Jun 03, 2018 10:53 am
- Forum: Open Discussion and Dev Announcements
- Topic: Open Source Irrlicht 3D Map/Level Editors?
- Replies: 4
- Views: 3909
Re: Open Source Irrlicht 3D Map/Level Editors?
Other alternative is that you build your own scene editor, which isn't very complex to do with Irrlicht. You can't build maps with Irrlicht like that, but you can import models and place them to create your scenes.
- Wed May 23, 2018 11:38 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: ! THE VERY Advanced FontTool by N. Atanasov TTF2PNG + SOURCE
- Replies: 46
- Views: 35590
- Wed May 23, 2018 11:34 pm
- Forum: Code Snippets
- Topic: Don't have Tangent Space or Normals? calculate in shader!
- Replies: 8
- Views: 6996
Re: Don't have Tangent Space or Normals? calculate in shader
May come in handy for projects which use strictly vertex positions, and nothing more... or uses the rest of the vertex space for other purposes. Still... how eficient is that function? wouldn't it need to calculate the values of the provided parameter on the surrounding fragments in order to provide...
- Wed May 09, 2018 10:20 pm
- Forum: Advanced Help
- Topic: Mipmapping with gamma correction
- Replies: 9
- Views: 2467
Re: Mipmapping with gamma correction
Yeah... i mistook it by my own engine, i handle the sRGB as texture format indeed... It wouldn't harm to have some sRGB texture formats, as well as being able to load and have mipmaps for floating point textures. but either i haven't found them, or D3D9 doesn't support sRGB texture formats, only cha...
- Wed May 09, 2018 10:13 pm
- Forum: Advanced Help
- Topic: Static lighting rotates with geometry
- Replies: 3
- Views: 956
Re: Static lighting rotates with geometry
Shading is always tricky, the rule of thumb is to keep everything always on the same space. If you use normal maps, pass every parameter to tangent space, or if you want to stay on view space, transform your normals and your lights into view space.
- Wed May 09, 2018 10:08 pm
- Forum: Project Announcements
- Topic: PIRATES [ FULL SOURCE CODE + GAME ]
- Replies: 10
- Views: 11539
Re: Game: PIRATES! The Rescue...
Very neat!
- Tue May 08, 2018 12:57 am
- Forum: Everything 2d/3d Graphics
- Topic: The Vulkan API
- Replies: 71
- Views: 30761
Re: The Vulkan API
Enables cache optimizations on AMD. Even if it is a bit of a nuisance to manage all the renderpass/subpass thing from the shaders point of view, the performance gains are worth. NVidia is working on a raytrace extension for Vulkan https://www.phoronix.com/scan.php?page=news_item&px=Vulkan-Ray-Tr...
- Tue May 08, 2018 12:54 am
- Forum: Advanced Help
- Topic: Mipmapping with gamma correction
- Replies: 9
- Views: 2467
Re: Mipmapping with gamma correction
There is a toggle on the Irrlicht device creation parameters structure that enables the sRGB color space in textures automatically
http://irrlicht.sourceforge.net/docu/st ... eters.html
it is called "HandleSRGB"
http://irrlicht.sourceforge.net/docu/st ... eters.html
it is called "HandleSRGB"
- Tue May 01, 2018 1:38 am
- Forum: Everything 2d/3d Graphics
- Topic: The Vulkan API
- Replies: 71
- Views: 30761
Re: The Vulkan API
And that's the reason i got really confused when i started messing with vulkan =.=U In Android you want to get along with the renderpasses/Multipasses well, as well as transient images and memory, the drivers use that information to optimize internally the usage of tiled renderers, and reduce the me...
- Thu Apr 26, 2018 11:16 pm
- Forum: Beginners Help
- Topic: ICameraSceneNode::getUpVector() buggy?
- Replies: 2
- Views: 601
Re: ICameraSceneNode::getUpVector() buggy?
The up vector is currently only a hint. it doesn't get updated because it is necesary that it remains as such, but you can change it so the proper up vector is calculated according to it. You can calculate the up vector doing the cross product of the view vector AND that hint to get a left vector (t...
- Mon Apr 23, 2018 12:45 am
- Forum: Advanced Help
- Topic: Mipmapping with gamma correction
- Replies: 9
- Views: 2467
Re: Mipmapping with gamma correction
All this reminds me of an effect i saw with regard to uploading diferent mip images into a texture, from when the hardware didn't run pixel shaders
http://blog.mecheye.net/2018/03/deconst ... -sunshine/
http://blog.mecheye.net/2018/03/deconst ... -sunshine/