Search found 14174 matches
- 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...
- 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?
- 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".
- 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?
- 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.
- 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...
- 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 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.
- 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!?
- 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...
- 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/
- 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.
- 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.
- 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
- 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.
Also, adding the meshbuffer to a mesh and adding that to the scene would work and makes many things much simpler.
- 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.