Search found 14174 matches

by hybrid
Tue May 27, 2014 8:52 am
Forum: Bug reports
Topic: [fixed]meshes with static flag don't release memory on deletion
Replies: 4
Views: 2429

Re: meshes with static flag don't release memory on deletion

Yeah, as you said. The deferred removal was made in order to not require additional driver access from the meshes, which are completely unaware of video driver stuff. I would have expected that lightvolumen is derived from IMeshscenenode and give access such that the hardware buffer can be explicitl...
by hybrid
Tue May 27, 2014 8:47 am
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 140037

Re: The latest SVN bugs thread

Ah cool, I always wondered what it would take to support the extended WM hints. Is there a patch download link, or can you upload the patch to the tracker?
by hybrid
Wed May 21, 2014 4:19 pm
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 140037

Re: The latest SVN bugs thread

Didn't we fix this issue in the old version of OGL calls by using reference counting? Has been fixed at least once or twice for what I know, so please use the "proven solution".
by hybrid
Tue May 20, 2014 3:51 pm
Forum: Beginners Help
Topic: How to create a HUD?
Replies: 11
Views: 971

Re: How to create a HUD?

Well, this image is still 51x42 px, so not even near some power-of-two. What size is the original one you use?
by hybrid
Mon May 19, 2014 2:48 pm
Forum: Beginners Help
Topic: Render into multiple windows with only one IrrlichtDevice
Replies: 7
Views: 2175

Re: Render into multiple windows with only one IrrlichtDevic

The problem with widget libs is often that they use their own set of flags to create the windows. And to setup OpenGL the way they need it. This can interfere with Irrlicht's requirements. But it should be possible in general. sometimes the tweaks needed are just a little more involved.
by hybrid
Fri May 16, 2014 11:36 am
Forum: Bug reports
Topic: Quake3 bsp map : Shader issue, question.
Replies: 3
Views: 2255

Re: Quake3 bsp map : Shader issue, question.

If you could dig into the sources and see if you can improve the shader handling it would be highly appreciated. This shader support was developed by only one guy who seems to have left quite some time ago (as many from the original team), so many parts of the engine are somewhat abandoned and we ne...
by hybrid
Fri May 16, 2014 11:28 am
Forum: Beginners Help
Topic: Render into multiple windows with only one IrrlichtDevice
Replies: 7
Views: 2175

Re: Render into multiple windows with only one IrrlichtDevic

Yes, Irrlicht works with OpenGL on Windows :-D Also, we have example 14, which shows how to integrate several windows with all renderers under Windows, i.e. with manually created WinAPI windows. It's part of your Irrlicht SDK.
by hybrid
Fri May 16, 2014 11:25 am
Forum: Project Announcements
Topic: Irrlicht + SDL2 + Android
Replies: 19
Views: 8791

Re: Irrlicht + SDL2 + Android

So what's the difference to the SDL device that we already offer within Irrlicht? It should already provide all those things and should hopefully work with android as well!?
by hybrid
Fri May 16, 2014 11:22 am
Forum: Beginners Help
Topic: Tile a texture on a cube mesh
Replies: 1
Views: 222

Re: Tile a texture on a cube mesh

Well, depends on the cube you use I'd say. If it uses (0..1) texture coords it won't tile - why should it. But if it creates a new cube with scaled coords it will definitely tile the textures. IN the first case you could still use texture matrices (or manipulate the coords manually). But textures ar...
by hybrid
Fri May 16, 2014 11:15 am
Forum: Bug reports
Topic: issues of ogre mesh loader
Replies: 5
Views: 1198

Re: issues of ogre mesh loader

Just fyi, the tracker is here: http://sourceforge.net/p/irrlicht/patches/
by hybrid
Sun May 11, 2014 1:39 pm
Forum: Beginners Help
Topic: Change Mouse Cursor
Replies: 7
Views: 544

Re: Change Mouse Cursor

Example 6 has an example of how to render sw cursors, just as hendu suggests.
by hybrid
Sat May 10, 2014 4:28 pm
Forum: Bug reports
Topic: Incompatible with wxGTK
Replies: 10
Views: 1607

Re: Incompatible with wxGTK

Yeah, I know, and it should probably be the same for all systems. But I remember that several problems popped up when I tried it last time. But we will try to keep it in mind and hopefully solve it sometimes.
by hybrid
Fri May 09, 2014 8:47 am
Forum: Beginners Help
Topic: LightDM aborts
Replies: 4
Views: 253

Re: LightDM aborts

MAybe try to switch ton randr instead of the vidmode86 approach
by hybrid
Fri May 09, 2014 8:44 am
Forum: Beginners Help
Topic: Rendering A MeshBuffer
Replies: 4
Views: 456

Re: Rendering A MeshBuffer

That should be also documented in the drawMeshBuffer method. Basically all functions named drawSomething and doing 3d rendering use this same scheme.
Also, adding the meshbuffer to a mesh and adding that to the scene would work and makes many things much simpler.
by hybrid
Thu May 08, 2014 3:34 pm
Forum: Beginners Help
Topic: Simplest way to generate+render inanimate stick figures?
Replies: 3
Views: 312

Re: Simplest way to generate+render inanimate stick figures?

Rendering them as separate sprites is within reach for the engine and a faster graphics card. But due to the many single draw calls it would be better to prepare some batched buffer or some textured plane to place the lights.