What are the plans for Irrlicht 1.8 and further?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
greenya
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Post by greenya »

I would like to see in Irrlicht ability to use projected textures.
Something like TextureProjectorSceneNode (long long time ago talked about this here).
And here the example for OpenGL.

P.S.: i think this is really cool feature :roll:
Ovan
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Post by Ovan »

add function or class to render the scene externally of the engine

this added provide a new performence for externe lib (entity manager, custom render methode, etc ...)

and is simply to implement
what you think about it ?

edit:

Code: Select all

class myRender : public IRender
{
       public:
           myRender(ISceneManager*);
           virtual void OnAnimate(int time)
           {
                  //update all animator, possibility to update in thread (by default on my entity manager)
           }
           virtual void render()
           {
                     OnAnimate(os::Timer::getTime()); // if is not on thread
                     smgr->getLightManager()->OnRenderPassPreRender();
                             //render the scene
                     smgr->getLightManager()->OnRenderPassPostRender();
           }
};
:roll:
Last edited by Ovan on Mon May 30, 2011 5:23 pm, edited 1 time in total.
ent1ty
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Post by ent1ty »

I do not know who you are, that is correct, but i sure as hell do not love you. I'm actually seriously considering hating you. Oh, don't forget the obligatory smile face! :wink:
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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Post by Ovan »

ey ! :)

sorry i'm french and my english is poor so I doesn't write in forum
but I'm an irrlicht user since 4 years

I would not have had to write about this topic ? :D
ent1ty
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Post by ent1ty »

I was actually referring to your avatar
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Ovan
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Post by Ovan »

ahah ok sorry, I'm stupid ><
this avatar is to old so I doesn't think too it
bye
devsh
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Post by devsh »

the avatar says the cliche transsexual phrase "You don't know who I am"
Ovan
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Post by Ovan »

oh woot ... 8)
ok this cliche is not in french
stefbuet
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Re: What are the plans for Irrlicht 1.8 and further?

Post by stefbuet »

Using wchar_t* instead of stringw and precomputing the string length when using IGUIFont::draw would go faster. Like that:
IGUIFont::draw(const wchar_t *text, us32 textSize, ...)

Code: Select all

 
void init() {
    text=L"Hello World";
    l=wcslen(text);
}
 
void loopFunction() {
    myFont->draw(text, l, ...);
}
 
There are only few lines to change, I've done that. No need to remove old syntax.
New code: http://pastebin.com/ua4hs4TH

Note: also you were using an i++ instead of ++i

:?:
CuteAlien wrote:coders are well-known creatures of the night
CuteAlien
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Re: What are the plans for Irrlicht 1.8 and further?

Post by CuteAlien »

Then you would have to recompute it before every single draw - instead of computing it just once when you change the text. I don't think that is faster. Even if you calculate it only once - all you get is one more variable - including one more to pass - still not faster. Not to mention that it would change an existing interface and break user-code that way. And well i++ or ++i does not matter anymore with modern compilers (basically programmer taste, I also prefer ++i, but I don't care if others don't).
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stefbuet
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Re: What are the plans for Irrlicht 1.8 and further?

Post by stefbuet »

ok, that's because I'm using static texts ;)
CuteAlien wrote:coders are well-known creatures of the night
Fury.
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Re: What are the plans for Irrlicht 1.8 and further?

Post by Fury. »

The most needed features are:

1) 1D textures
2) floating point textures
3) GPU skinning weighted bones.
4) gamma correction without the need of shaders.

EDIT:

forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of available shaders programs.
stefbuet
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Re: What are the plans for Irrlicht 1.8 and further?

Post by stefbuet »

wing64 wrote:

Code: Select all

bool removeHighLevelShaderMaterial( s32 custom_mat_id ); 
+1!
CuteAlien wrote:coders are well-known creatures of the night
hendu
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Re: What are the plans for Irrlicht 1.8 and further?

Post by hendu »

Why 1d textures? For all practical purposes, Nx1 2d textures are equivalent.
hybrid
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Re: What are the plans for Irrlicht 1.8 and further?

Post by hybrid »

Fury. wrote:The most needed features are:

1) 1D textures
2) floating point textures
3) GPU skinning weighted bones.
4) gamma correction without the need of shaders.

EDIT:

forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of available shaders programs.
1D textures are indeed almost identical to 2d textures with 1pixel width
Floating point textures are already available in Irrlicht 1.7
Gamma correction is already implemented in SVN/trunk
Available RAM is printed on startup, we could add this to the video attribute list as well (or is it maybe?!). Also other numbers could be added easily. Just name some values you'd like to query. Hardware skinning seems to be a longer way still.
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