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Posted: Tue Nov 29, 2005 12:19 am
by Spintz

Posted: Tue Nov 29, 2005 12:58 am
by Spintz

Posted: Tue Nov 29, 2005 1:44 am
by keless
When using LOD it works after all, I just forgot that I was still using scale() on the graphics side (and getMesh() / getMeshLOD() do not return scaled verts). So I had to make sure to scale to the same size as graphics when feeding into physics.

Posted: Tue Nov 29, 2005 8:39 am
by Guest
Spintz,

Another suggestion;

With changing few line in createwindow function, we can have custom icon for our programs.

Also with this we can define default irrlicht and/or irr-spintz icons.

Posted: Tue Nov 29, 2005 6:18 pm
by pfo
8 textures could make decals a possibility, or multiple layers of detail / lightmaps. That would be nice 'cause then we could increase the number of materials we can use by combining textures.

Posted: Tue Nov 29, 2005 6:41 pm
by Spintz

Posted: Fri Dec 02, 2005 2:15 pm
by Xaron
Thanks for that, great work again! :)

I guess you will migrate these features to irrlicht 0.14.0, too?

Regards - Xaron

Posted: Sat Dec 03, 2005 10:30 am
by Anonymous alco
Thanks for your answer Spintz.

How i enable anisotropic filtering? I thought you did care of that in your terrain demos.
Low framerate: Sure in Opengl, cause dx did not work for me, as i already stated. And as i have the feeling that you dislike Opengl it would prolly be better to use dx at least with your stuff.
Same dlls: Yes, everything from your webpage

CU

Posted: Sat Dec 03, 2005 11:20 am
by Guest
its not that he dislikes opengl, he just knows directx _way_ better ;)

Posted: Sat Dec 03, 2005 9:28 pm
by Eternl Knight
Yeah, I would like to second gfxstyler here. I have been talking to Spintz over the past couple of weeks about the OpenGL functionality and he IS putting in the effort to get it up and running. It is simply that he is not as experienced with OGL as DX.

For example, the release of his new Spintz version waited at least a week as he tried to get more OGL features working (and in the process, uncovered a serious bug in the Irrlicht OGL code).

--EK

Posted: Sat Dec 03, 2005 10:35 pm
by Spintz

Posted: Wed Dec 07, 2005 12:34 pm
by Xaron
Thanks for your work, spintz! :)

I'm looking forward to your next version... :)

Regards - Xaron

Posted: Fri Dec 09, 2005 1:57 am
by Spintz

Posted: Fri Dec 09, 2005 2:16 am
by Eternl Knight
Definite renderstate issues showing up there :( But the framerate increase is incredible.

For a "basic" version of VBO's in OpenGL, try here

Posted: Fri Dec 09, 2005 11:48 am
by Guest
so since you are just messing with VBO´s i have a question:

can you modify the mesh after its created or is it "fixed" like with display lists. because i made an IMesh class which holds the data and creates a displaylist when its created. then i load that into a class called ISceneNode (you sure can see that irrlicht influenced me lol) but i can not scale the node for example because the mesh is fixed, otherwise i would have to scale the IMesh and re-generate the display list again. which is NOT a solution because then all displaylist objects get scaled, but i only want certain objects to be - which is not possible too since display lists are especially useful when drawing many the same objects .... so i heard about vertex arrays, vertex buffers, vertex buffer objects but i dont know exactly what they are and what they do and i dont have a clue on how to use them.

but i already have bookmarked 30 threads of the gamedev forum that cover these topics, so i hope to find out soon lol

good luck with opengl spintz!! :)