Irrlicht 1.0

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
Contact:

Irrlicht 1.0

Post by niko »

Hi,
I just released Irrlicht 1.0. For more info, please take a look at the front page, http://irrlicht.sourceforge.net/
Sorry for not posting that much into this forum lately, but I promise to improve that situation during the next time. :)
sRc
Posts: 431
Joined: Thu Jul 28, 2005 1:44 am
Location: Salt Lake City, Utah
Contact:

Post by sRc »

:shock: :shock: :shock:

*bows down to Niko*

*goes to download*

I like this news, this makes my day a lot better... i just got back from going down to the place I was working for in January to try to get my job back (because I lost it because it was "bought and moved to another city", but that fell trhough), and being told she didnt think my Flash skills were good enough :? :(

EDIT: here's the changelog
changes.txt wrote:hanges in version 1.0 (19 Apr 2006)

- Irrlicht now will load d3d 9 dlls (like d3dx9_27.dll) manually if needed. If you compile irrlicht
with an SDK which needs one of these dlls, irrlicht will now also start up on a pc without
these Dlls installed. Note that now these dlls will also only be loaded if your application
uses shaders. If the dlls are missing, shader support will be disabled.

- The Apfelbaum Software Software Renderer now works in 32 bit and is capable of rendering dynamic
lighting as well as doing alpha channel blending.

- Added support for the Code::Blocks IDE (http://www.codeblocks.org)

- It is now possible to draw temporarily to foreign windows, by specifying a window handle when
calling IVideoDriver::endScene(). Note: This does not work in fullscreen mode and is not
implemented for all devices (only for D3D8, D3D9, Software1 and Software2, and only for Windows).
In addition, you can also specify the source rectangle to present.

- Picking is now more accurate and also works with view ports and better with orthogonal cameras.

- Scene Nodes now have an additional flag, IsDebugObject. This sets if this scene node is a debug
object, debug objects have some special properties, for example they can be easily excluded
from collision detection, picking or from serialization, etc.

- Scene Nodes now have the possibility to return their type using
virtual ESCENE_NODE_TYPE getType().

- Improved support for orthogonal rendering: Skyboxes and billboards can be used with orthogonal cameras
too now.

- Fixed a bug in collision

- Fixed some marshalling bugs in Irrlicht.NET

- Some fixes to make gcc 4 happy.

- Fixed a bug which caused the engine to crash when trying to use the apfelbaum software rasterizer
with linux

- Several improvements to Irrlicht.NET, for example string output for vectors, viewfrustrum access
for cameras, drawing of bounding boxes, support for orthogonal cameras.

- Updated DMF importer to support new DeleD functionalities, solid materials will now be
shown correctly again in Irrlicht. Thanks to Salvatore "Il Buzzo".

- Added a method to change the return value of ICameraSceneNode::isOrthogonal

- Improved md2 animation playback

- Fixed the REFLECTION_2_LAYER materials. Now also works for OpenGL. Had to change the parameters
of this material (for all drivers), the reflection is now at texture 2 and the diffuse map at
texture 1. This was the other way round before.

- Added examples for csharp, visualbasic, delphi.net and boo.

- Several other small bug fixes.
The Bard sRc

Blog | Twitter
magicat
Posts: 19
Joined: Sun Apr 09, 2006 6:52 am

Post by magicat »

Yay! I am quite happy to see a new version, and not only that, but 1.0! This is great. Keep up the good work :). *goes off to explore new version*
jam
Posts: 409
Joined: Fri Nov 04, 2005 3:52 am

Post by jam »

This is great news! :D
chromdragon
Posts: 101
Joined: Wed Feb 15, 2006 4:22 pm
Location: RO

Post by chromdragon »

Great! Check it now!
AndyCR
Posts: 110
Joined: Tue Nov 08, 2005 2:51 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

Wow. I thought this was a joke. Yes, yes, yes, yes, yes. Thank you so much Niko!

Now, to try to compile RF2 against Irrlicht 1.0 and hope for the best... 8)
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

ooh 1.0 at last! thank you :)

and just so i'm the first person to ask, when can we expect 1.1? :twisted:
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

*laugh* And I had just made all my changes to IrrSpintz again!

Oh well, I have actually wanted the 32 bit + alpha Software Renderer but was waiting for Niko to make a release rather than just take it from the "intermediate CVS" :P

--EK
ebo
Posts: 38
Joined: Sun Feb 19, 2006 5:39 pm

Post by ebo »

omg. i am suprised.
finger007

Post by finger007 »

After all those rumors on the forums this is still quite a surprise (especially the version number ;) )...

Thanks for the 1.0 niko!

And I am with you on your comment on your blog: Irrlicht deserves the 1.0!!!
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

Great Niko, just great! Thanks soooo much!

*thumbs up*

Best regards - Xaron
WhiteNoise
Posts: 27
Joined: Wed Apr 19, 2006 5:10 pm
Contact:

Post by WhiteNoise »

Thanks Niko! Your plan for the future sounds good too.
AndyCR
Posts: 110
Joined: Tue Nov 08, 2005 2:51 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

0 errors, 0 warnings! Thanks for not breaking compatibility! That's another thing I love about Irrlicht :)

Yeah, the plan DOES sound good, especially the HDR lighting and soft shadows... Hmm...
Das Gurke
Posts: 21
Joined: Sun Mar 05, 2006 7:39 pm

Post by Das Gurke »

AndyCR wrote:0 errors, 0 warnings! Thanks for not breaking compatibility! That's another thing I love about Irrlicht :)
101% Agree, ALL fine with 1.0 =)
stodge
Posts: 216
Joined: Fri Dec 05, 2003 5:57 pm

Post by stodge »

Still get this on Linux (Kubuntu):

Code: Select all

:~/Desktop/Downloads/irrlicht/irrlicht-1.0/examples/12.TerrainRendering$ make
g++ main.cpp -o example -I"../../include" -I"/usr/X11R6/include" -L"/usr/X11R6/lib" -L"../../lib/Linux" -lIrrlicht -lGL -lGLU -lXxf86vm -lXext -lX11
./ex    ../../lib/Linux/libIrrlicht.a(COpenGLDriver.o): In function `irr::video::COpenGLDriver::loadExtensions()':
COpenGLDriver.cpp:(.text+0xa4b): undefined reference to `glXGetProcAddress'
COpenGLDriver.cpp:(.text+0xa61): undefined reference to `glXGetProcAddress'
COpenGLDriver.cpp:(.text+0xa77): undefined reference to `glXGetProcAddress'
COpenGLDriver.cpp:(.text+0xa8d): undefined reference to `glXGetProcAddress'
COpenGLDriver.cpp:(.text+0xaa3): undefined reference to `glXGetProcAddress'
../../lib/Linux/libIrrlicht.a(COpenGLDriver.o):COpenGLDriver.cpp:(.text+0xab9): more undefined references to `glXGetProcAddress' follow
collect2: ld returned 1 exit status
make: *** [all] Error 1
Post Reply