Which version has less bugs ?

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dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Which version has less bugs ?

Post by dawasw »

Hi, I didn't make anything with Irrlicht for some time now and I'm wondering which version is the best atm. I mean I heard that there are some bugs like problems with animated meshes, some occlusion problems - some gui problems (as I remember good ^^" ). Anyway I know that few people are using a bit older versions of the engine and some are using the newest one, the thing is:

What are the main problems/bugs of version 1.4.1 and which of them caused you to use older version of the engine ?

Thanks in advance. I just want to know if there is a version which doesn't have any problems such as loading models in different formats. =]
3DModelerMan
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Joined: Sun May 18, 2008 9:42 pm

hmmm

Post by 3DModelerMan »

I used 1.4.1 and I tried loading a .irr file made in Irredit and my terrain looked all messed up with faces that turn either black or a wierd noise pattern, all except for one small portion.
I don't know if this is just me, or if it's the engine.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
hybrid
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Post by hybrid »

Irrlicht 1.4.1 has an OpenGL bug which causes heavy performance drops on NPOT textures (down to 1 FPS) for some distinct gfx card drivers. But it's easily fixable, and has no other problems that 1.4 didn't have (but has several important bugfixes over 1.4). The new animation system has still some problems, but works in many cases as well. So it's a matter of application scenario if you prefer 1.3.1 or 1.4.1
Oh, 3DModelerMan, looking at all the other problems you have with tools, I'd think that it's solely a problem with your code. I assume a wrong getMaterialCount() signature, which is a common problem when porting custom scene nodes from 1.3.x to 1.4.x
rogerborg
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Post by rogerborg »

I'd suggest just using the SVN trunk, since it's likely to have the most up to date bugfixes. It sorts the getTime() issue on Windows multi-core systems, for one thing.

Skinned mesh animation is (AFAIK) actually fine; it's only getting an IMesh from a skinned IAnimatedMesh that's not working (yet).
Please upload candidate patches to the tracker.
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dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Thanks a lot for fast answers. I think Irrlicht has the best support I've ever seen. I'll check svn today. =]
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