Search found 2057 matches
- Sun Jun 09, 2019 8:46 pm
- Forum: Beginners Help
- Topic: skinned mesh and capsule collider not alligned
- Replies: 2
- Views: 822
Re: skinned mesh and capsule collider not alligned
Yes there is, you should pre-compute a transform (matrix) that puts the mesh's center of mass at origin (0,0,0) ... you can easily do that by importing the mesh into blender, moving the thing by hand to have the origin passing through the belly or whatever bullet thinks is the center of mass and see...
- Fri Jun 07, 2019 11:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet
https://github.com/buildaworldnet/IrrlichtBAW/releases/tag/v0.3.0-gamma1 Asset Pipeline finally merged, now you can load models and images in threads while maintaining a cache safely. All Vulkan and OpenGL supported texture, storage image and vertex color formats are supported, and there are C++ inl...
- Sat May 25, 2019 5:59 pm
- Forum: Beginners Help
- Topic: Plane intersection
- Replies: 6
- Views: 1873
Re: Plane intersection
Long time no see Escen
- Thu May 16, 2019 11:34 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet
There's a PBR BRDF example coming soon
- Sat May 11, 2019 8:59 am
- Forum: Code Snippets
- Topic: Mesh smoothing function for CMeshManipulator
- Replies: 8
- Views: 9406
Re: Mesh smoothing function for CMeshManipulator
We've recently had a contributor willing to take this issue on, so he sorted out the algorithm for us: https://github.com/buildaworldnet/IrrlichtBAW/pull/297/files https://user-images.githubusercontent.com/6894321/57567614-5f470500-73dc-11e9-9b13-9d3b0b80c4a6.png https://user-images.githubuserconten...
- Mon Apr 29, 2019 10:24 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet
P.S. The build system returns FALSE ERRORS, everything works fine but user gets confusing error messages. We're working hard to fix
https://github.com/buildaworldnet/Irrli ... issues/269
https://github.com/buildaworldnet/Irrli ... issues/285
https://github.com/buildaworldnet/Irrli ... issues/269
https://github.com/buildaworldnet/Irrli ... issues/285
- Thu Apr 25, 2019 8:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet
Building IrrBaW has become a 4-click affair (configure, generate, open, build) in your favourite IDE. All dependencies pull automagically and with no system-wide installs! (You may need a few build-tools installed first) https://github.com/buildaworldnet/IrrlichtBAW/wiki/Building-The-Library (use th...
- Thu Apr 25, 2019 5:05 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet
Quite a few developers and work is picking up pace, we expect to be able to shade in Linear Space next month and full UHD HDR Rendering will come very soon also.
Expect to see something amazing.
Expect to see something amazing.
- Tue Apr 23, 2019 10:07 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Vulkan Coordinates- BAW Irrlicht (GIT repo, v 0.3.0-alph
Because I hate immediate-mode GUIs.AReichl wrote:Is there any special reason you choose CEGUI ?
- Tue Apr 16, 2019 10:17 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Vulkan Coordinates- BAW Irrlicht (GIT repo, v 0.3.0-alph
CEGUI is getting integrated
- Fri Apr 12, 2019 8:24 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Vulkan Coordinates- BAW Irrlicht (GIT repo, v 0.3.0-alph
WE went on a CMAKE spree, OpenSSL is now included as a submodule inside our repo and out build system buids it for you.
All dependencies are contained, you only need to install Perl and NASM aside from usual build tools.
All dependencies are contained, you only need to install Perl and NASM aside from usual build tools.
- Thu Feb 28, 2019 8:53 pm
- Forum: Off-topic
- Topic: Jam - a replacement for make
- Replies: 1
- Views: 3056
Re: Jam - a replacement for make
Boost uses it I think.
I have enough trouble using make and ninja as it is...
I have enough trouble using make and ninja as it is...
- Sun Feb 24, 2019 1:10 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Vulkan Coordinates- BAW Irrlicht (GIT repo, v 0.3.0-alph
I've found and helped fix matrix and clipping bugs in mainline Irrlicht SVN. However I've tackled these bugs in a different way for IrrBAW, by changing the coordinate conventions to match Vulkan. Also I've booted out CMatrix4 and completely replaced it with matrix4SIMD, while being given this opport...
- Fri Feb 22, 2019 7:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69531
Re: Asset Pipeline Mrg- BAW Irrlicht (GIT repo, v 0.3.0-alph
Can't compile on GCC (MSVC works), CMake-gui works to generate projects but getting compile errors specific to GCC. Any pull requests or fixes are welcome. Released a bugfix to the PoolAddressAllocator https://github.com/buildaworldnet/IrrlichtBAW/releases/tag/v0.3.0-alpha13 Stable-ish branch compil...
- Sun Feb 17, 2019 8:29 pm
- Forum: Project Announcements
- Topic: Musings about Deferred Rendering in OpenGL 4.3+
- Replies: 13
- Views: 5642
Re: Musings about Deferred Rendering in OpenGL 4.3+
Got a mention in ConfettiFX's The Forge 1.23 release, it incorporates my single-pass stencil-light-volumes but for SDF shadows. Its implemented on Vulkan, DX12 and Metal https://github.com/ConfettiFX/The-Forge P.S. The light-shadow playground has a special (probably never seen before) single-pass SD...