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I haven't loaded every single asset in the Irrlicht meshviewer but of the ones that I have they seemed to load just fine.
Search found 1006 matches
- Sun Aug 01, 2010 9:57 am
- Forum: Game Assets
- Topic: Arteria3d launch monthly membership deal for irrlicht users
- Replies: 9
- Views: 2193
- Sat Jun 19, 2010 11:21 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 237061
- 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...
- Sat May 15, 2010 8:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: support for multi-pass shader
- Replies: 17
- Views: 6706
- 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 ...
- 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
- Fri May 14, 2010 7:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: support for multi-pass shader
- Replies: 17
- Views: 6706
- Wed Apr 14, 2010 5:28 pm
- Forum: Advanced Help
- Topic: Is there a node bottleneck?
- Replies: 11
- Views: 1077
- Fri Apr 09, 2010 2:06 pm
- Forum: Bug reports
- Topic: Relative Texture Paths in .x files
- Replies: 7
- Views: 1466
- Wed Apr 07, 2010 4:47 pm
- Forum: Off-topic
- Topic: Where can i get the standard licences?
- Replies: 4
- Views: 708
- 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...
- Mon Apr 05, 2010 10:28 am
- Forum: Beginners Help
- Topic: why the SKeyMap take no effects?
- Replies: 3
- Views: 321
- 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...
- 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
- 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...