Search found 1656 matches

by Nadro
Tue Mar 15, 2016 12:49 am
Forum: Code Snippets
Topic: Environment Mapping with Irrlicht
Replies: 37
Views: 9774

Re: Environment Mapping with Irrlicht

hendu wrote:...but is it open source and available for all common platforms?
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.
by Nadro
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.
by Nadro
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).
by Nadro
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 ...
by Nadro
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.
by Nadro
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...
by Nadro
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.
by Nadro
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).
by Nadro
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:
/Users/patryk/Programowanie/irrlicht-ogles/
however building works fine (I tested it on different Macs) for OSX example and iOS. Do you use a proper target?
by Nadro
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.
by Nadro
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.
by Nadro
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.
by Nadro
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.
by Nadro
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.
by Nadro
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...