What are the plans for Irrlicht 1.8 and further?
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:
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();
}
};
Last edited by Ovan on Mon May 30, 2011 5:23 pm, edited 1 time in total.
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!
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!
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!
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!
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!
Re: What are the plans for Irrlicht 1.8 and further?
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, ...)
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
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, ...);
}
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
Re: What are the plans for Irrlicht 1.8 and further?
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).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: What are the plans for Irrlicht 1.8 and further?
ok, that's because I'm using static texts
CuteAlien wrote:coders are well-known creatures of the night
Re: What are the plans for Irrlicht 1.8 and further?
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.
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.
Re: What are the plans for Irrlicht 1.8 and further?
+1!wing64 wrote:Code: Select all
bool removeHighLevelShaderMaterial( s32 custom_mat_id );
CuteAlien wrote:coders are well-known creatures of the night
Re: What are the plans for Irrlicht 1.8 and further?
Why 1d textures? For all practical purposes, Nx1 2d textures are equivalent.
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Re: What are the plans for Irrlicht 1.8 and further?
1D textures are indeed almost identical to 2d textures with 1pixel widthFury. 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.
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.