Irrlicht 1.5 released!
Nice Job. I just realized that there were quite a bit of changes, and I like the new and clean code. I also like how the tutorioals on the main page were updated, but I noticed that in the download package they weren't. Are they going to be updated for the next release? The tutorials I'm talking about.
little question...
the "# 32bit indices for large meshes" means that now we can use meshes larger than 65535, it's true?
the "# 32bit indices for large meshes" means that now we can use meshes larger than 65535, it's true?
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yes! finally we can , actually AFAIK it is some kind of automatic, luke so called them "dynamic" meshbuffers, meaning that it automatically detects if it has less than 64k polys it uses 16bit if it has more it uses 32bit. correct me if i'm mistaken pls.Revan1985 wrote:little question...
the "# 32bit indices for large meshes" means that now we can use meshes larger than 65535, it's true?
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Well, it can be switched between those two modes, but as of now we only use this meshbuffer type in terrain scene node - with several bugs already showing up. So be aware that you can only use those meshes when builcing geometry manually, and you might face incompatibilites and previously unfound bugs...
hybrid, would moving to strictly 32bit without this dual approach iron out most [if not all] of these bugs ?hybrid wrote:Well, it can be switched between those two modes, but as of now we only use this meshbuffer type in terrain scene node - with several bugs already showing up. So be aware that you can only use those meshes when builcing geometry manually, and you might face incompatibilites and previously unfound bugs...
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No, not at all, because the problems don't show up because of type mismatches, but due to lack of support of 32bit indices on some hardware etc. Moreover, using 32bit indices everywhere kills performance, as I've shown several times already. Not even thinking about our embedded and mobile system targets here...
Actually the terrain scene nodes use them frequently. 65k vertices bounds us to max (in practice) of 129x129 heightmaps. This is unsatisfying very frequently, as we would like to use 513x513 or even 1025x1025 almost all the time. So this has been an awaited feature.Mel wrote:65536 vertices can give quite a lot of polygons too. I really doubt that a mesh buffer, out of a particle system, would even use such amount.
Why do I always feel as if I was the only one to think that small terrain patches are better? To split them up is a joke and it permits you to more easily do LOD, hide stuff, alter them, etc. There's just no real reasons to use a huge terrain unless someone else already did all the hiding, lod, etc. for you. But since there's no guarantee it'll match your needs, you're better off coding that yourself anyway.
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Wow! Great!
I've just tested the demos one by one on my OS (Vista 64). Everything work perfectly. I didnt see any display errors!
I find that great that you updated the demos and added new ones (too few but its a very good start). The Shader demo didnt gave me error this time (Because MS removed support for old shaders)
Also great that we can have the tools already compiled (font, GUI and model viewer) compiled so we can check theses right away.
For Vista user, that's the most compatible version I've seen so far!
You've done a great job!
I've just tested the demos one by one on my OS (Vista 64). Everything work perfectly. I didnt see any display errors!
I find that great that you updated the demos and added new ones (too few but its a very good start). The Shader demo didnt gave me error this time (Because MS removed support for old shaders)
Also great that we can have the tools already compiled (font, GUI and model viewer) compiled so we can check theses right away.
For Vista user, that's the most compatible version I've seen so far!
You've done a great job!