Search found 1006 matches

by sio2
Sun Aug 01, 2010 9:57 am
Forum: Game Assets
Topic: Arteria3d launch monthly membership deal for irrlicht users
Replies: 9
Views: 2193

I have a Lifetime subscription. Well worth it.

I haven't loaded every single asset in the Irrlicht meshviewer but of the ones that I have they seemed to load just fine.
by sio2
Sat Jun 19, 2010 11:21 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237061

DX11 supports DX10 video cards and even exposes extra features - such as Compute Shader 4 on DX10 cards. I would skip DX10 and go straight to DX11.
by sio2
Sun May 23, 2010 9:15 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237061

Congratulations. Well done! A good starting point. I've been working on a DX11 driver for Spintz's 3Demon port of Irrlicht. I haven't had a whole lot of time to work on it but you can see an initial demo here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=36732 One of the changes from DX9 t...
by sio2
Sat May 15, 2010 8:14 pm
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6706

ACE247 wrote:Render Targets... :lol:
NO! I used a mulipass material. I even put it in bold! :wink:

NO RENDER TARGETS.
by sio2
Fri May 14, 2010 8:15 pm
Forum: Open Discussion and Dev Announcements
Topic: Flexible Vertex Format - special SVN branch is ready!!!
Replies: 135
Views: 132319

Just my $0.02 I'm implementing a buffer system in my own version of Spintz's 3Demon engine. I've already added the Direct3D11 driver and I'm now in the process of adding flexible buffer formats. [I'm very busy at work at the moment, so I'm only planning things and trying things out in source.] From ...
by sio2
Fri May 14, 2010 7:57 pm
Forum: Open Discussion and Dev Announcements
Topic: What are the plans for Irrlicht 1.8 and further?
Replies: 264
Views: 50349

thespecial1 wrote:multi pass shader support pweeeeeeeeeeeease
More than three years ago: multipass fur

Image
by sio2
Fri May 14, 2010 7:54 pm
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6706

thespecial1 wrote:not yet ;0)
Well, how do you think I implemented this fur multipass shader in Irrlicht, like three years ago?

Image
by sio2
Wed Apr 14, 2010 5:28 pm
Forum: Advanced Help
Topic: Is there a node bottleneck?
Replies: 11
Views: 1077

I can render one million textured instanced cubes at 26fps, but not with vanilla Irrlicht. See my post in the thread here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=34448&start=19 Irrlicht is great for simple stuff and prototyping but you will hit issues as soon as you start to requ...
by sio2
Fri Apr 09, 2010 2:06 pm
Forum: Bug reports
Topic: Relative Texture Paths in .x files
Replies: 7
Views: 1466

In the example below: The mesh is loaded from: "C:\Projects\OurProject\OurProgram\Objects\Horses" The texture is relative to this, in "C:\Projects\OurProject\OurProgram\Textures\Reins", or "../../Textures/Reins/strap.jpg" as it is stored in the .x file. Have you tried ...
by sio2
Wed Apr 07, 2010 4:47 pm
Forum: Off-topic
Topic: Where can i get the standard licences?
Replies: 4
Views: 708

First post? Check.
A question that Google would answer in an instant? Check.
Blank profile? Check.

Balance of probability...99.99% spam bot. :lol:
by sio2
Mon Apr 05, 2010 12:40 pm
Forum: Advanced Help
Topic: I want to add a new Vertex type. How to do it?
Replies: 5
Views: 704

I was thinking that an easier way to do this (Particularly in OpenGL) is to use vertex attribute buffers. Basically just include a core::array of floats in a meshbuffer (Along with the name of that attribute An interesting idea but we'll hit issues when we want to use vertex elements that are not 3...
by sio2
Mon Apr 05, 2010 10:28 am
Forum: Beginners Help
Topic: why the SKeyMap take no effects?
Replies: 3
Views: 321

The array indices in your code snippet do not make sense. Why start at 4 and skip 5 and 7 leaving uninitialised array elements? And don't forget to check that the keyMapSize parameter to the addCameraSceneNodeFPS function is correct - your seems to be set to 11 for nine elements...
by sio2
Sat Mar 13, 2010 9:33 am
Forum: Beginners Help
Topic: Irrlicht performance
Replies: 15
Views: 2313

I'm almost done with my Irrlicht scene node for hardware skinning Cal3D models (with blending). This will give a boost to rendering skinned models until support can be added to core Irrlicht. Irrlicht's performance against other engines is one of its major weaknesses; I consider current unmodified I...
by sio2
Sat Mar 13, 2010 9:16 am
Forum: Beginners Help
Topic: Is there any function to make a DOF effect in Irrlicht?
Replies: 3
Views: 363

There's a Depth Of Field demo on my website. It's pretty old now, but would serve as a starting point.
by sio2
Sun Feb 28, 2010 10:06 am
Forum: Open Discussion and Dev Announcements
Topic: Google Summer of Code
Replies: 11
Views: 2364

Here's my list of additions/enhancements. There's plenty more, but this will do to start: Flexible vertex formats - move away from 3 fixed vertex formats Material system - collapse filter modes to a single flag, etc Scenegraph - reduce redundant node updates, etc Hardware skinning PVS system - no mo...