PVRTextTool is available for Windows, Linux and OSX (CLI + GUI). IIRC it isn't open source, but it shouldn't be a problem in this case.hendu wrote:...but is it open source and available for all common platforms?
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- Tue Mar 15, 2016 12:49 am
- Forum: Code Snippets
- Topic: Environment Mapping with Irrlicht
- Replies: 37
- Views: 9774
Re: Environment Mapping with Irrlicht
- Mon Mar 14, 2016 8:12 pm
- Forum: Code Snippets
- Topic: Environment Mapping with Irrlicht
- Replies: 37
- Views: 9774
Re: Environment Mapping with Irrlicht
You can use PVRTexTool from PowerVR SDK. It's free.
- Mon Mar 14, 2016 5:34 pm
- Forum: Code Snippets
- Topic: Environment Mapping with Irrlicht
- Replies: 37
- Views: 9774
Re: Environment Mapping with Irrlicht
Few revs ago I added support for load cubemaps directly from PVR textures. IMO PVR is the best file format for texture handling in Irrlicht at now (it supports standard and cubemaps textures, both compressed and uncompressed formats and custom mipmaps).
- Tue Mar 08, 2016 11:03 pm
- Forum: Bug reports
- Topic: [no bug] Texture Y flipped with OpenGL.
- Replies: 17
- Views: 4400
Re: Texture Y flipped with OpenGL.
I just checked a shader code once more and I don't see a line like that: gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; but: gl_TexCoord[0] = gl_MultiTexCoord0; In this way auto-flipping can't work in v1.8 too... You must multiply "gl_TextureMatrix[yourTexUnit]" and texcoord if ...
- Tue Mar 08, 2016 7:43 pm
- Forum: Bug reports
- Topic: [no bug] Texture Y flipped with OpenGL.
- Replies: 17
- Views: 4400
Re: Texture Y flipped with OpenGL.
Flipping ping-pong mentioned by Hendu is another reason why this thing should stay as it is now.
- Mon Mar 07, 2016 7:10 pm
- Forum: Bug reports
- Topic: [no bug] Texture Y flipped with OpenGL.
- Replies: 17
- Views: 4400
Re: Texture Y flipped with OpenGL.
OK, we would add compile-time optimization flag (disabled at default), however please remember that it will not work for OpenGL ES2.0+ and OpenGL 3.x Core Profile+ (second option is still unavailable in Irrlicht). Please also remember that if you use shaders you still need to write driver specific s...
- Mon Mar 07, 2016 5:43 pm
- Forum: Bug reports
- Topic: [no bug] Texture Y flipped with OpenGL.
- Replies: 17
- Views: 4400
Re: Texture Y flipped with OpenGL.
It's really a corner case. Why we want to force all users to worse performance. I understand that it should be flipped in built-in fixed-pipeline materials, because users don't have control of them, but in the shaders it's not a problem anymore.
- Mon Mar 07, 2016 5:01 pm
- Forum: Bug reports
- Topic: [no bug] Texture Y flipped with OpenGL.
- Replies: 17
- Views: 4400
Re: Texture Y flipped with OpenGL.
It's related to OpenGL and textures origin at the lower left corner. During v1.9 development process we disabled some stuff for shader based materials like an auto flip for RT texture matrices in OpenGL, because it caused unnecessary overhead (you can flip UV directly in the shader code).
- Fri Mar 04, 2016 9:59 am
- Forum: Beginners Help
- Topic: [IOS] 'irrlicht_main' instead of standard 'main'?
- Replies: 7
- Views: 1421
Re: [IOS] 'irrlicht_main' instead of standard 'main'?
OSX examples has unnecessary entry and I'll remove it:
however building works fine (I tested it on different Macs) for OSX example and iOS. Do you use a proper target?/Users/patryk/Programowanie/irrlicht-ogles/
- Wed Mar 02, 2016 7:16 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feedback about STL and irr::core
- Replies: 20
- Views: 4800
Re: Feedback about STL and irr::core
In v1.9 we support VS2010 (mainly for Win XP users...), VS2012, VS2013 and VS2015. I think that in v2.0/v1.10 we should remove VS2010 and VS2012.
- Tue Mar 01, 2016 9:27 pm
- Forum: Beginners Help
- Topic: [IOS] 'irrlicht_main' instead of standard 'main'?
- Replies: 7
- Views: 1421
Re: [IOS] 'irrlicht_main' instead of standard 'main'?
I'll fix it tomorrow. Thanks for a report.
- Mon Feb 29, 2016 10:55 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feedback about STL and irr::core
- Replies: 20
- Views: 4800
Re: Feedback about STL and irr::core
It looks like we should switch to C++11 + STL after v1.9. Good, I'll use those standards in the new FVF branch.
- Wed Feb 24, 2016 7:34 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feedback about STL and irr::core
- Replies: 20
- Views: 4800
Re: Feedback about STL and irr::core
I think that we should switch to both STL and C++11 after v1.9 release. AFAIK only old and exotic compilers may have problems with C++11, but C++11 has a lot of nice features, thats why I would like to use this standard during Irrlicht development.
BTW. Thanks CuteAlien for create this thread.
BTW. Thanks CuteAlien for create this thread.
- Tue Feb 23, 2016 6:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3532
Re: Future of shader-pipeline branch
Yes, you can prepare a patch for shader-pipeline. Move stuff from shader-pipeline to fvf branch should be easy.
- Mon Feb 22, 2016 9:27 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3532
Future of shader-pipeline branch
Hello, In upcoming weeks we'll drop support for shader-pipeline branch. In upcoming days a new branch will be created where a new FVF solution will be available. Of course we'll also move D3D11 from this branch to a new one. Why this change? Current FVF has little too high overhead and not enough bu...