Hi Niko
I think your engine is so great
I'd developed some graphics rendering tests using Irrlicht.NET. Irrlicht is an engine which easy to develope. But there are some bugs in Irrlicht.NET. For example, collision detection in terrain (I fixed it).
I hope that you soon realse new Irrlicht version and fix all bugs..
Thank you !
Niko, I'm waitting the new Irrlicht release !
Niko, I'm waitting the new Irrlicht release !
Prepare for my Piluzz...
(about 3 years)
(about 3 years)
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
Of course we need to be patient...
But I think that 0.13 will be great!
I'm looking forward for the new rendering engine:
http://www.irrlicht3d.org/playground/compare.jpg
and anisiotropic filtering:
http://www.irrlicht3d.org/images/anisot ... tering.jpg
That will rocks!
But we should be patient, implementing new features takes time...
But I think that 0.13 will be great!
I'm looking forward for the new rendering engine:
http://www.irrlicht3d.org/playground/compare.jpg
and anisiotropic filtering:
http://www.irrlicht3d.org/images/anisot ... tering.jpg
That will rocks!
But we should be patient, implementing new features takes time...
Yeeeaeeeeeeeeeeeh
That will superocks!
Asyntopic filtering will be available for directX too ?
vertex buffer objects for static meshes will be included?
http://irrlicht.sourceforge.net/phpBB2/ ... 76&start=0
will be for directX too ?
One more small questions. What do you think 1.13 will be released this year ?
And maybe you will add some modification from irrlicht spintz particles etc ...
and the posibility to rotate/resize the sky box too
i think this is the code
//not sure ... (if is different from the original this mus be it ...)
... maybe the patch system ...
And an other question: in irrXml do you make now verifications if you can open the xml file, write to it ? Because trying to open the file on the network and write to it is crushing the program ..
That will superocks!
Asyntopic filtering will be available for directX too ?
vertex buffer objects for static meshes will be included?
http://irrlicht.sourceforge.net/phpBB2/ ... 76&start=0
will be for directX too ?
One more small questions. What do you think 1.13 will be released this year ?
And maybe you will add some modification from irrlicht spintz particles etc ...
and the posibility to rotate/resize the sky box too
i think this is the code
Code: Select all
//! renders the node.
void CSkyBoxSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
if (!camera || !driver)
return;
//core::matrix4 mat;
core::matrix4 mat = AbsoluteTransformation;
mat.setTranslation(camera->getAbsolutePosition());
driver->setTransform(video::ETS_WORLD, mat);
for (s32 i=0; i<6; ++i)
{
driver->setMaterial(Material[i]);
driver->drawIndexedTriangleList(&Vertices[i*4], 4, Indices, 2);
}
}
... maybe the patch system ...
And an other question: in irrXml do you make now verifications if you can open the xml file, write to it ? Because trying to open the file on the network and write to it is crushing the program ..
woah, i had no idea that the next release would be so extensively modified. That is great.cmoibenlepro wrote:Of course we need to be patient...
But I think that 0.13 will be great!
I'm looking forward for the new rendering engine:
http://www.irrlicht3d.org/playground/compare.jpg
and anisiotropic filtering:
http://www.irrlicht3d.org/images/anisot ... tering.jpg
That will rocks!
But we should be patient, implementing new features takes time...
well, we can have anisotropic filtering since irrlicht 0.1, just activate it in your graphic cards driver
but nice to see that its integrated in irrlicht, though. but if that is all what irrlicht 0.13 will have on new features, im very disappointed. but hey does not matter that much, irrlicht is free and i can try to modify it to my needs hehe
but nice to see that its integrated in irrlicht, though. but if that is all what irrlicht 0.13 will have on new features, im very disappointed. but hey does not matter that much, irrlicht is free and i can try to modify it to my needs hehe
not just that hes rewritten the whole rendering:GFXstyLER wrote:well, we can have anisotropic filtering since irrlicht 0.1, just activate it in your graphic cards driver
but nice to see that its integrated in irrlicht, though. but if that is all what irrlicht 0.13 will have on new features, im very disappointed. but hey does not matter that much, irrlicht is free and i can try to modify it to my needs hehe
among other things for 0.13. and im not sure but i think he might have integrated a screenshot function as well.niko wrote:Most people know that the rendering quality of the Irrlicht 3D engine is very low and below the standard of other popular engines. That's because image quality was never a goal when I started developing Irrlicht. In fact, Irrlicht originally only was able to handle 16 bit data. This has been improved, but Irrlicht 3D scenes still look ugly. But in spite of this Irrlicht is one of the most popular 3D engines anyway. So, what if I improved rendering quality? The last few weeks I've played around with this, and it looks it will become a big feature of the next release.
The first pair of images shows antialiasing, this is implemented in Irrlicht since some versions. All other stuff is new. Basicly these are results of enhancements to the internal precision, better and new filters and so on. I've also uploaded a big image showing a screenshot of the current ugly version and a shot of the upcoming release, which shows the difference quite well.
No - and I don't know when the next release will be out.
So apart from aniso (which as gfxstyler said you can try now with your card settings or even ADD the code to your custom DLL - I did), and default to "optimised for quality" (which I always use anyway).. and keep meshes small enough to not invoke bad mip map changes (levels).. what is actually new that will make it look so much better?
What is this internal mip-map calculation niko speaks of? does he not just route through OGl and D3D apis and use their code for mip maps? did I miss something?
Don't get me wrong, I am really looking forward to the next relase as it will hopefully be the one my game ends up shipping with - however that depends NOT on "new features" but on making the old features fully finished and adding some performance tweaks + bug fixes. Best of luck with it Niko - your public awaits
What is this internal mip-map calculation niko speaks of? does he not just route through OGl and D3D apis and use their code for mip maps? did I miss something?
Don't get me wrong, I am really looking forward to the next relase as it will hopefully be the one my game ends up shipping with - however that depends NOT on "new features" but on making the old features fully finished and adding some performance tweaks + bug fixes. Best of luck with it Niko - your public awaits