Search found 449 matches

by Luke
Thu Dec 20, 2007 12:48 pm
Forum: Bug reports
Topic: [not a bug]Irrlich B3D support
Replies: 7
Views: 535

Obviously because it seems easier than to write another exporter Wink I'm much better with c++ than with python... yeah same, but like hybrid says it does make sense, you need an exporter to make the mesh in the first place if you just want to a loader, maybe you could add animation support to the ...
by Luke
Tue Dec 18, 2007 10:58 am
Forum: Bug reports
Topic: [not a bug]Irrlich B3D support
Replies: 7
Views: 535

It is sad that it doesn't support 2nd texture coords layer.... Sad It seems that the only good solution for me is to write own mesh loader... the b3d loader in irrlicht fully supports the 2nd texture coords layer, and b3d files can have unlimited layers. just update the exporter, not sure why you w...
by Luke
Mon Dec 17, 2007 10:02 am
Forum: Bug reports
Topic: [not a bug]Irrlich B3D support
Replies: 7
Views: 535

when I wrote the b3d exporter, I don't think blender supported lightmaps, I'm not sure if the exporter has been updated or not yet, I think some people were working on it. I haven't looked at the mesh yet, but if mesh is has two coords in it, it should be set as EVT_2TCOORDS, regardless of any flags...
by Luke
Tue Dec 11, 2007 7:15 am
Forum: Beginners Help
Topic: Skeleton & bone animation of irrlicht
Replies: 2
Views: 595

1. What are the difference between skeleton and bone animation?
there is none, it's the same thing
2. In milkshape3d or Fragmotion, we could add bones to create character animation.
Is this called skeleton or bone animation?
what ever you want
by Luke
Sun Dec 09, 2007 3:12 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

Dropping a hardware buffer after n renders is, IMO, terrible. If you must upload automatically, without user interaction, I guess doing it the first time you draw it works, but a method should be provided for manually dropping a hardware buffer and if that's not called, it stays in memory until the...
by Luke
Tue Dec 04, 2007 2:21 pm
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

design of it:

http://img220.imageshack.us/img220/1931/vbo8xy8.png

it seems nice, I cannot see any problems so far.

want do you think?
by Luke
Tue Dec 04, 2007 9:27 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

the only problems I can see is dealing with a meshbuffer being deleted and a new one being created at the same address. I think the driver should grab the meshbuffer while it's using VBO on it.

and the LastUsed could be 200 to 10000, no problems
by Luke
Tue Dec 04, 2007 7:40 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

Klasker, nice, the Lazy Observer and 10 frames ideas could probably work. On second thought that has some serious problems too. The more I think about it, the more sense I make of Lightfeather's approach. A kind of "phantom reference" would be useful here, but I still think it's a too mass...
by Luke
Mon Dec 03, 2007 11:34 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

One hopes that animations will mostly be stored in a number of vbo's i.e. per frame. This would put the advantage of static VBOs in animations too.
I'm not exactly sure what you mean there
by Luke
Mon Dec 03, 2007 10:08 am
Forum: Bug reports
Topic: [fixed]SVN rev 1080: setHardwareSkinning must return a value
Replies: 2
Views: 298

sorry I missed the warning on my compiler, fixed
by Luke
Sun Dec 02, 2007 10:42 pm
Forum: Open Discussion and Dev Announcements
Topic: Hardware Skinning
Replies: 16
Views: 5601

it all fits in nicely with skinnedMesh, no real changes to the engine were needed. (expect a bug in the opengl driver) What are the big things that need to be done? Would all the materials need to be rewritten to work with it so the vertex shader can be easily swapped out? yep, that's about the only...
by Luke
Sun Dec 02, 2007 12:42 pm
Forum: Open Discussion and Dev Announcements
Topic: Hardware Skinning
Replies: 16
Views: 5601

Blindside's hardware skinning is now working well, both in dx and openGL. http://img413.imageshack.us/img413/9339/hardwareskinningsp1.jpg at least on my machine the hardware skinning is not much faster then software skinning, but that's what we expect, till we get VBO support. (please give some inpu...
by Luke
Sun Dec 02, 2007 3:45 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

I don't need the remove() anymore, ignore it :lol:
by Luke
Sun Dec 02, 2007 3:08 am
Forum: Open Discussion and Dev Announcements
Topic: Input wanted for hardware buffers design
Replies: 35
Views: 6235

yeah, but I really don't want to be forcing a design on people, I'd love some input.

yeah possibly 1.5, depends on how soon it is, and how well it goes.
by Luke
Sat Dec 01, 2007 2:45 am
Forum: Open Discussion and Dev Announcements
Topic: Hardware Skinning
Replies: 16
Views: 5601

thinking about, ignore what I said about animating the mesh in the shaderCallback, the mesh should already be animated correctly as it gets drawn just pass the animated joint matrices :)