Search found 1640 matches
- Sun Jun 26, 2016 4:42 am
- Forum: Code Snippets
- Topic: Updating Tangents and Binormals for Skinned and Morphed Anim
- Replies: 26
- Views: 11396
Re: Updating Tangents and Binormals for Skinned and Morphed
Wow! Thanks Vectrotek! Just seen your example and you documented the shader! That's really great! I searched for something like this for a long time! Once they fully switch to shaders, I hope this (or and optimized version) or this will get in Irrlicht.
- Sat Jun 25, 2016 4:59 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 139602
Re: The latest SVN bugs thread
Hi. I added the new command to the IrrCompileConfig.h: "define #UNICODE" and the lib compiled. For the VS2015 linking errors, I was compiling as a static LIB, and decided to change it to a DLL and see. It compiled most of the examples, except this one: Quake3 Explorer. Looking at the code ...
- Wed Jun 22, 2016 12:06 am
- Forum: Competition Time!
- Topic: Screenshot of the Month, June 2016 [Winner Announced]
- Replies: 17
- Views: 8612
Re: Screenshot of the Month, June 2016 [submissions open]
Wow! Is this rendered with vanilla Irrlicht and shaders?! I really like the specular highlights in the scene.
- Tue Jun 21, 2016 5:14 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month, June 2016 [Winner Announced]
- Replies: 17
- Views: 8612
Re: Screenshot of the Month, June 2016 [submissions open]
Since BAW based on Irrlicht (But extensively modified in the rendering parts). Is it still considered fully Irrlicht renders? Current Irrlicht don't have theses abilities...Rules
- Only irrlicht renders allowed,
- Mon Jun 20, 2016 10:03 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 139602
Re: The latest SVN bugs thread
Hi, Tried to compile SVN Irrlicht with #define _IRR_WCHAR_FILESYSTEM and there are compilation errors: Gravité Code Description Projet Fichier Ligne Erreur C2440 'initialisation' : impossible de convertir de 'const char [12]' en 'const irr::fschar_t *' Irrlicht C:\Users\Public\Projets\Irrlicht\sourc...
- Sat Jun 18, 2016 6:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: Wallpaper
- Replies: 17
- Views: 7861
Re: Wallpaper
It's not because it's easy to use that it have to be slow! It's just because the code base of Irrlicht is quite old. The recent decision to drop the old tech (DX8) and implementing the FVF system was a good one . Surely, going low level with the API will make it faster, but if the API get too low le...
- Fri Jun 17, 2016 5:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69431
Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, ver
Hi, Thanhle. Why should the instancing be done automatically? Hendu have a point there. If at least you can do it (BTW congrat for implementing this on BAW), I don't see a issue. Can an mesh can still be instanced, if it's deformed by the skinning/bones/animations? Would you surely need to have hard...
- Fri Jun 17, 2016 5:19 pm
- Forum: Everything 2d/3d Graphics
- Topic: Wallpaper
- Replies: 17
- Views: 7861
Re: Wallpaper
Hi. I really like the images, but the text annoy me a little. Speed is not the real strength of Irrlicht. I know this has been used by years now "lightning fast 3D engine". But if this was to be true, it would have been in the "duke nukem" days... For me the real strength of Irrl...
- Fri Jun 17, 2016 12:29 am
- Forum: Everything 2d/3d Graphics
- Topic: The Vulkan API
- Replies: 71
- Views: 30601
Re: The Vulkan API
Cool work Mel!
- Thu Jun 16, 2016 11:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69431
Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, ver
Ha! Really Devsh style of answer! :) lol It would be educative for all of us to explain why you are against the idea detecting the graphics card capabilities and enabling hardware instancing? Maybe you have another way to do it, or you can't think about it now because you are really busy on other pa...
- Thu Jun 16, 2016 2:18 am
- Forum: Code Snippets
- Topic: Hardware Skinning for Irrlicht 1.7
- Replies: 34
- Views: 17247
Re: Hardware Skinning for Irrlicht 1.7
Hardware skinning can only work on modern engines. There still a lot of work to be done before Irrlicht can do more than basic fixed pipeline as it was designed at that time.
- Wed Jun 15, 2016 12:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18936
Re: Implementing BGFX as a driver...
Hi, AReichl! I have about the same experience as you, I build it, and applied some feature patches to it (GUI system). Urho 3D is much more powerful than Irrlicht, a strenght that might also be a weakness in certain cases. This lib is a complete game engine, sound, rendering, physic, gui, etc. That ...
- Tue Jun 14, 2016 9:07 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Implementing BGFX as a driver...
- Replies: 42
- Views: 18936
Implementing BGFX as a driver...
Hi, I've been using Irrlicht for a long time, and it's been the best engine to learn from. I'm trying to learn other engine now and they are quite difficult compared to Irrlicht. The only thing that incite me to look for something else is the rendering features (still no instancing, no working defer...
- Fri Nov 13, 2015 2:19 pm
- Forum: Bug reports
- Topic: Small caption in IFileSystem::createFileList (fix proposed)
- Replies: 16
- Views: 4039
Re: Small caption in IFileSystem::createFileList (fix propos
Hi, That will affect people that are using the file open dialog but also people that create similar stuff using Irrlicht to create a filelist. This will simply put all in uppercase the filename (ONLY ON WINDOWS). But from what I know, Windows don't care if it's lowercase or uppercase so I consider t...
- Sun Jul 26, 2015 6:40 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 139602
Re: The latest SVN bugs thread
For me it look like some sort of clipping issue, seem caused by imprecision in the zbuffer because the geometry is overlapping. Do you use the alpha in the textures? Can you check the ZBuffer depth setting, perhaps forcing it to 32bit buffers?