Ever since the release of irrlicht 1.1 it has been running extremely slow on my machine...
It used to run just fine...
Is there anyway I can switch back to the old texturing instead of the highly detailed in 1.2... or is it a problem with the new openGL headers?
Examples running slow...
I have an old NVIDIA RIVA TNT2 with the new beta drivers to keep it running maximum.
Yeah I know it's old but I just have the money for a new one or the energy to buy one.
Anyways... Changing it to fullscreen and the device context to 16 did do much.
Although I did recompile the engine with DX9c and DX8.1 support and it works at good performance with directx. Only problem is still with openGL.
Yeah I know it's old but I just have the money for a new one or the energy to buy one.
Anyways... Changing it to fullscreen and the device context to 16 did do much.
Although I did recompile the engine with DX9c and DX8.1 support and it works at good performance with directx. Only problem is still with openGL.
it seems like ever since I've upgraded to irrlicht 1.2 things have gotten slower so I'm hesitant to incorporate newton physics untill I figure it out. Before, I used raknet to network and got up to 6 meshes on my level before things started to slow down. How do I change between texture levels of detail?
Also, has anyone noticed that calc3d models don't load without causing an error in irrlicht 1.2? I wanted to use calc3d because plain .x meshes actually disappear when my 3rd person camera reaches certain angles whereas calc3d models do not.
And my camera seems to be skewed so that everything is too wide. I've played around with the aspect ratio and camera properties but I can't get it to display normally. I'm using that WoW camera system developed by Imar you can find on the forum. I'll play around and try and solve what's going on if I'm the only one with these problems.
EDIT: okay turns out I was using the cal3d verson for irrlicht 1.0 and there is an upgrade to irrlicht 1.2 here: http://irrlicht.sourceforge.net/phpBB2/ ... ight=cal3d
I didn't find it before because I was spelling it "calc3d" instead of "cal3d". My camera is still skewed.
I looked into the source code of irrlicht 1.2 and compared it to 1.0 and the only thing that has changed in the buildProjectionMatrixPerspectiveFovLH is that the -1 was changed to 1. changing them around doesn't make a difference.
EDIT2: turns out my aspect ratio was being calculated by dividing the screen hieght by the screen width overriding my desired 4/3 aspect ratio so now it works nicely when I comment out the screen height/width stuff but the speed thing is still an issue.
Also, has anyone noticed that calc3d models don't load without causing an error in irrlicht 1.2? I wanted to use calc3d because plain .x meshes actually disappear when my 3rd person camera reaches certain angles whereas calc3d models do not.
And my camera seems to be skewed so that everything is too wide. I've played around with the aspect ratio and camera properties but I can't get it to display normally. I'm using that WoW camera system developed by Imar you can find on the forum. I'll play around and try and solve what's going on if I'm the only one with these problems.
EDIT: okay turns out I was using the cal3d verson for irrlicht 1.0 and there is an upgrade to irrlicht 1.2 here: http://irrlicht.sourceforge.net/phpBB2/ ... ight=cal3d
I didn't find it before because I was spelling it "calc3d" instead of "cal3d". My camera is still skewed.
I looked into the source code of irrlicht 1.2 and compared it to 1.0 and the only thing that has changed in the buildProjectionMatrixPerspectiveFovLH is that the -1 was changed to 1. changing them around doesn't make a difference.
EDIT2: turns out my aspect ratio was being calculated by dividing the screen hieght by the screen width overriding my desired 4/3 aspect ratio so now it works nicely when I comment out the screen height/width stuff but the speed thing is still an issue.