next irrlicht release requestes

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
juliusctw
Posts: 392
Joined: Fri Apr 21, 2006 6:56 am
Contact:

i beg you to add this in

Post by juliusctw »

Making gui requests

acki's extension (with acki's permission of course)
and
http://www.starsonata.com/irrlicht/

I know that its easy to add into the source code ourselves, but a lot of people are afriad to going too far from the source, since its there, we might as well spent 10min and put it in. :wink:
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Directional light is in Irrlicht, for several versions now. And Acki's extensions are not available as source so I cannot even try them!
Halan
Posts: 447
Joined: Tue Oct 04, 2005 8:17 pm
Location: Germany, Freak City
Contact:

Post by Halan »

well but you can try the star sonata ones and theyre great :)

edit: well directional light is very hidden in the documentation ;)
sRc
Posts: 431
Joined: Thu Jul 28, 2005 1:44 am
Location: Salt Lake City, Utah
Contact:

Post by sRc »

Halan wrote:well but you can try the star sonata ones and theyre great :)
yeah the star sonata ones are the ones i'd go with, he built off of oder versions of Acki's extensions, improved them a lot:

http://www.starsonata.com/irrlicht/
The Bard sRc

Blog | Twitter
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

And Acki's extensions are not available as source so I cannot even try them!
I was under the impression that the downloads WERE source... after all, how else would you use them?

--EK
Halan
Posts: 447
Joined: Tue Oct 04, 2005 8:17 pm
Location: Germany, Freak City
Contact:

Post by Halan »

he has a programm that maniplates the source but in fact you coulld look at the changed code hybrid

greets,
halan
juliusctw
Posts: 392
Joined: Fri Apr 21, 2006 6:56 am
Contact:

let's beg acki to share it with us

Post by juliusctw »

let's beg acki to share this extensions with us :D
garrittg
Posts: 117
Joined: Wed Apr 20, 2005 6:17 pm
Location: Iowa, USA
Contact:

Post by garrittg »

someone needs to run acki's extensions program against a SVN irrlicht source directory and then use SVN to build a patch. that is where hybrid needs it to be for consideration.
agrif
Posts: 12
Joined: Mon Feb 21, 2005 7:25 am

Post by agrif »

I don't think this is there yet... I looked and looked and saw nothing... :(

GLSL needs to be able to use all four textures!!!! *steam* I have to use a patch right now. A simple patch, but a patch nonetheless. I've always prided myself in using vanilla Irrlicht, but not anymore!

:P

agrif
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

what irrlicht needs is:
1- better collisions in generall, but this is not very demanded since it is a good choice to use physiques engines for this.
2- it would be cool to have multiple shader callbacks
3- Acki's animation extensions would be fine
4- it would be cool to have curved lines animations, trajectory animations with rotation and such
5- support for .dds textures
what is this thing...
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Support for .dds textures is already available as a patch, but I'm still struggling with making it compatible with the Irrlicht architecture. Not that it does not work, it simply needs some polishing in the helper functions etc.
What do you mean by curved line animations? There's the followSpline animation.
@agrif: Then post your patch so we can all participate!
shurijo
Posts: 148
Joined: Sat Feb 21, 2004 3:04 am

Post by shurijo »

hybrid wrote:No need for try..catch, just check the device pointer for being 0.
Doesn't work in the Irrlicht.NET wrapper. The wrapper throws an exception instead of returning null, nothing, 0, etc.
agrif
Posts: 12
Joined: Mon Feb 21, 2005 7:25 am

Post by agrif »

Lesee... The patch I use is here:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=12651

I prefer chromdragon's method, it's cleaner and doesn't change the api any more than it has to. All you need to add are a few lines in setShaderCallback, and add a function to COpenGLDriver. Shaders are (kinda) useless if you can only use one texture.

This could already be in there, I dunno. I looked and I don't think so.

agrif
Cows don't move, they tunnel.
Irrlicht .PLY Loader
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Well, that should be in already. Check COpneGLSLMaterialRenderer.cpp around line 310.
I think a video driver check routine is not that easy as you have to test the actual settings and if they are supported. So it might be the case that although you have dx8 available it does not support the screen settings you desire. So there's probably only one way: Start the driver and check the result. Maybe the createDriver should get a try..catch instead and return 0 as the C++ part?!
agrif
Posts: 12
Joined: Mon Feb 21, 2005 7:25 am

Post by agrif »

ah-hah! my bad... It makes sense now, I just wasn't looking at the default case... (maybe I should test before I whine... :roll: )

It's really amazing how far irrlicht has come since going CVS/SVN. There are features now that I would've never dreamed of...

agrif
Cows don't move, they tunnel.
Irrlicht .PLY Loader
Post Reply