Irrlicht-Spintz-0.12

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AlexL
Posts: 184
Joined: Tue Mar 02, 2004 6:06 pm
Location: Washington State

Post by AlexL »

GFXstyLER wrote:hi!

i dont know if this is a bug or if its my fault, but it seems that irrlicht-spintz does not work right for linux:

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< errors snipped >
the exact same code works 100% in windows, and irrlicht .012 original works fine in linux. i just noticed it because i compiled irrlicht-spintz for linux :)
I've compiled Irrlicht-Spintz and it's demo's and they ran flawlessly on both SuSE 9.3 and Mepis 3.3.2. This though was a few weeks ago and I'm not sure if there have been any changes to the Spintz engine sence then that may be causing this. If you'd like GFXstyLER I can send you the Spintz lib for Linux in the next few days? Just let me know at some point or another :)
Guest

Post by Guest »

no, but still thanks :) i gave up upon irrlicht-spintz for linux and wait until irrlicht-013 is out (which i will use instead), because i think niko has merged the irrlicht-spintz code with it
Guest

Post by Guest »

...irrlicht-013 is out (which i will use instead), because i think niko has merged the irrlicht-spintz code with it...
Is this true? :?: Just curious....
Last edited by Guest on Sat Nov 12, 2005 1:42 pm, edited 1 time in total.
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

I need to upload the new version very soon then, with 8 texture and 8 texCoord support eh???
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Guest

Post by Guest »

8)
Guest

Post by Guest »

niko posted a few times that he compares the code irrlicht -> irrlicht-spintz with some app which shows the differences in sourcecode. he also posted that he would integrate some irrlicht-spintz features.

so i think he will merge the good things of irrlicht-spintz in oriignal irrlicht since they are all stable and work :)
Guest

Post by Guest »

so i think he will merge the good things of irrlicht-spintz in oriignal irrlicht since they are all stable and work...
That would be very cool. I like a lot of the mods and bug fixes Spintz has done...

I've been working on a project primarily using the stock Irrlicht engine. But lately, I find myself using Spintz's version more and more for the new features... I'm sure other devs would appreciate them in the core Irrlicht engine.

I'd also like to see if Niko would adopt Spintz's Doxygen config file. The API docs it produces seem more complete than the current Irrlicht API version.

No complaints, just opinions. :wink:
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

You have a new version coming out soon Spintz? That's cool :)

--EK
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Coming soon, in next version ......

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Hoorah, Base Texture, 2 Alpha Maps and a Lightmap, all in a single pass!!!
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Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Looking VERY nice, Spintz. Now I just have to get it working in OpenGL :)

--EK
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

DirectX 9 is all done. Aside from getting OpenGL working, I just need to extend the functionality on the RAW loader and It'll be ready for release. Come this weekend, if I don't have OpenGL working, I'm going to release it anyways, and then continue to work on OpenGL, for the time being.
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Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

OpenGL -

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So far, I can only get OpenGL to work with 1 alpha map in the fixed function pipeline. So EMT_DETAIL_1ALPHA, EMT_BASE_1ALPHA, EMT_LIGHTMAP_1ALPHA and EMT_DETAIL_LIGHTMAP_1ALPHA will work in OpenGL, but not any of the 2 or more alphas will work, at least not yet. Also, still having the problem with renderstates getting messed up, so you still have to have the GUI on, or things get weird, but progress is progress.
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TrueLiar
Posts: 16
Joined: Thu Sep 29, 2005 2:13 pm
Location: Vietnam

Post by TrueLiar »

great job 8)
Prepare for my Piluzz...
(about 3 years)
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Looks good Spintz. I'm still investigating the issues with the OpenGL implementation. There two leads I am currently following are:
  • * Material RenderStates - these appear to be faulty when swithching between different "materials". For example - the SOLID material does not display the textured polygons - only pure white triangles!.
  • * LOD & Culling - there appears to be weirdness related to the display of materials depending on the LOD of the mesh & the view. If certian parts of the mesh are outside the frustrum - the rendering goes batty.
--EK
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Currently the only problem I have left with OpenGL is implementing multiple alpha maps in a single pass. Other than that, transparency and everything else is working ( I fixed the problem with the renderstates )

I'll release all this new code this weekend!
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