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

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:08 pm, edited 1 time in total.
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Post by Guest »

Demo?!
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Great news, dude. I'm interested in the RenderStates fix more than anything else as that has been bugging me for somoe time. If I implement it "standalone"' (i.e. outside Irrlicht in pure OpenGL) - I can get it to work. But inside the Irrlicht framework... well, obviously it doesn't!

--EK
Delan
Posts: 24
Joined: Sun Nov 06, 2005 10:46 am
Location: Polend
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Post by Delan »

The lights doesnt work for me in dx8 driver. In dx9 and gl works fine but i really need directx 8
And time has come now to ride
before the end of the night
the march of the swordmaster
to the unholy fight
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:08 pm, edited 1 time in total.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
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Post by Xaron »

Keep up your great work, spintz! Just looking forward for your next irrlicht-spintz-release... ;)

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

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:08 pm, edited 1 time in total.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
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Post by Xaron »

Spintz wrote:In Irrlicht-0.12, EVT_STANDARD, was a vertex with 1 texture coord, EVT_2TCOORDS was a vertex structure with 2 texture coords and you had EVT_TANGENTS, which actually had 3 texture coords ( it used texture coords 2 & 3 for other data ). I got rid of the EVT_2TCOORDS vertex type and now, EVT_STANDARD holds up to 8 texture coords and 8 texture pointers.
I have a question regarding this:

In my physics class I set the collision mesh for newton. Therefor I did the following:

Code: Select all

scene::SMeshBufferLightMap mb; 
( ( scene::ITerrainSceneNode* )g_vars.terrainNode )->getMeshBufferForLOD( mb, 3 ); 

// get vertex data 
video::S3DVertex2TCoords *vertices = ( video::S3DVertex2TCoords* )mb.getVertices(); 
As I know, you've removed these things. So I just have to do the following instead?

Code: Select all

scene::SMeshBuffer mb; 
( ( scene::ITerrainSceneNode* )g_vars.terrainNode )->getMeshBufferForLOD( mb, 3 ); 

// get vertex data 
video::S3DVertex *vertices = ( video::S3DVertex* )mb.getVertices(); 
Thanks and best regards - Xaron
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:11 pm, edited 1 time in total.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

Thanks again! :)

Regards - Xaron
GueZt

Post by GueZt »

Hi! Spintz.

For static mesh terrain i use the getCollisionPoint to get the land level
(Y position) of my mesh terrain at any X,Z position w/o a problem.

For terrainscenenode how can i attain this, for some reason sometimes
I dont get a collisionpoint from the terrainscenenode. or maybe i
implement it the wrong way.

Thanks in advance for any hint.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

Hey Spintz,

using your SphereParticleEmitter I have a suggestion for improvement.

Although the parameter radius is a float it only works for integer radius values because of line 53 in CParticleSphereEmitter.cpp:

Code: Select all

f32 distance = fmodf( (f32)os::Randomizer::rand(), Radius );
fmodf doesn't seem to work the way it looks like. If you use a Radius below 1.0f (which I needed) it doesn't work correctly.

So I changed the above line to:

Code: Select all

f32 distance = fmodf( (f32)os::Randomizer::rand(), Radius * 1000.0f ) / 1000.0f;
Regards - Xaron
coolsummer
Posts: 24
Joined: Fri Nov 04, 2005 1:44 pm
Location: Grafenwoehr, Germany

Post by coolsummer »

hi,

any news from your site about a progress of your great engine?

Andi
Xaron
Posts: 310
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Location: Germany
Contact:

Post by Xaron »

Hi Andi,

Spintz told us that he has very limited time at least until february... :(

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

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:11 pm, edited 1 time in total.
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