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.
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.
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!
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
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!
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.
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?!