comparison irrlicht (1.1 vs 1.3 vs 1.3.1)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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what do u see is the fastest!?

irrlicht 1.1
3
17%
irrlicht 1.3
0
No votes
irrlicht 1.3.1
15
83%
 
Total votes: 18

omar shaaban
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comparison irrlicht (1.1 vs 1.3 vs 1.3.1)

Post by omar shaaban »

Well today i just saw people complan9ing about the irrlicht versions and the drop or increasment in fps so i just made some tests using this computer:
Pentium 4 3ghz
1 gb ram
nvidia geforce fx5500 256
winxp service pack2

and here they are :
  • point of comparison******_1.1_******_1.3_*******_1.3.1_*********

    quake 3 map**********196->200 **268->273** **289->294**

    collision**************170->177* **93->96 ** **164->166**

    per pixel lightning*******47->51** **54->57 ** **54->58****
    ///////////////////////////////////////////////////////////////////////////////////
so as it here here are there postions:
The First is 1.3.1
The Second is 1.1
The Third is 1.3
Well i hope it was good!!
greenya
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Post by greenya »

I always trying to use latest version.
Even if something a little bit slower -- I guess developer of Irrlicht will fix it. Comparing bug-fixes and features -- it is much better use latest version.

Besides, I joined the forum and development using Irrlicht at the time of 1.2
version and I never used version 1.1. So I cannot be objective.

P.S.: also I was happy after compiling Solar Model 2.0 with Irrlicht 1.3.1 without any incompatibilities :) (but that is doesn't mean that developers of Irrlicht must left some very old stuff in the engine while much better functions are present).
kburkhart84
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Joined: Thu Dec 15, 2005 6:11 pm

Post by kburkhart84 »

I too tend to use the newest release, though I kind of don't mess much with SVNs because of the possible bugs. The releases aren't bug free, but they usually have less bugs than nightlies. And yeah, most of the time new features justify the upgrades, at least for me.
3ddev
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Post by 3ddev »

On my computer, 1.1 is still the fastest. There's only 5 frames/second difference though!(Over 1.3.1) :)
omar shaaban
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Post by omar shaaban »

3ddev wrote:On my computer, 1.1 is still the fastest. There's only 5 frames/second difference though!(Over 1.3.1) :)
you are the only voter to 1.1 :lol:
omar shaaban
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Post by omar shaaban »

so we all prefer 1.3.1 :)
3ddev
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Post by 3ddev »

omar shaaban wrote:
3ddev wrote:On my computer, 1.1 is still the fastest. There's only 5 frames/second difference though!(Over 1.3.1) :)
you are the only voter to 1.1 :lol:
:D
white tiger
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Post by white tiger »

for me the best is still 1.1. It's the version wich has the less bugs (without offense for the developers. it's my opinion :) )

These are the bugs I noticed personally:

1.1 - bug in md2 normals [that's why my phong shader don't work ONLY with md2 models whilw in 1.3.1 work great]

1.2 - bug in md2 normals and animation (setMD2AnimationName not work properly)

1.3 - bug in md2 normals and bug wich cause animated mesh scene node
slow down a lot the FPS and ISceneNode::getType() don't work

1.3.1 - bug in ogl textures [non power of 2 textures showed incorrectly]

:(
hybrid
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Post by hybrid »

So 1.1 and 1.3.1 have the same amount of bugs - what's your concern against 1.3.1 then? BTW: NPOT textures are working in 1.3.1 (otherwise the md2 meshes and quake3 maps were not working correctly). I guess it's the bug in getSize / getOriginalSize (simply exchange the two).
white tiger
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Post by white tiger »

I'll try this, thanks hybrid :)
white tiger
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Post by white tiger »

i have changed, in "COpenGLTexture.cpp"

Code: Select all

//! Returns original size of the texture.
const core::dimension2d<s32>& COpenGLTexture::getOriginalSize()
{
	if (Image)
		return Image->getDimension();
	else
		return ImageSize;
}



//! Returns (=size) of the texture.
const core::dimension2d<s32>& COpenGLTexture::getSize()
{
	return ImageSize;
}
in

Code: Select all

//! Returns original size of the texture.
const core::dimension2d<s32>& COpenGLTexture::getSize()
{
	if (Image)
		return Image->getDimension();
	else
		return ImageSize;
}



//! Returns (=size) of the texture.
const core::dimension2d<s32>& COpenGLTexture::getOriginalSize()
{
	return ImageSize;
}
and recompiled, but it doesn't solve the problem. Any idea? Maybe is there a bug in CImage::copyToScale ?
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