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Re: How to add irr-scene to node?

Posted: Mon Sep 09, 2019 9:09 pm
by CuteAlien
Sorry, I won't be able to help much I think. Your flags look correct. Although the default-font is unfortunately trying to create it's texture in a 32-bit format (second time today I run into a problem with this font - strange stuff...). But I don't expect this to affect other textures.

I can't test with Direct3D8 - I no longer have a text-environment for this. Is there a reason you can't use OpenGL or Direct3D9? Well D3D9 maybe too new for Voodoo 2, but OpenGL might work?

With D3D9 it creates the textures here in a 16-bit format with your flags. You can check that by setting a breakpoint in CD3D9Texture::createTexture at this place:
ColorFormat = Driver->getColorFormatFromD3DFormat(format);
(similar for D3D8Texture I suppose, the code is pretty identical).

Re: How to add irr-scene to node?

Posted: Tue Sep 10, 2019 9:19 pm
by alko
CuteAlien wrote: for Voodoo 2, but OpenGL might work?


I use dll-wrapper opengl-to-glide.
due to which it works like on modern hardware

Re: How to add irr-scene to node?

Posted: Sat Sep 14, 2019 8:59 pm
by alko
Hmmmm... this trouble (non-disabled filtering) applies to any model where set attribute in CopperCube "transparent (alpha-channel)"
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Besides depth-test are glitched.

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If I set solid material - filtering disappears and depth test is ok

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Re: How to add irr-scene to node?

Posted: Mon Sep 16, 2019 9:23 am
by CuteAlien
alko wrote:
CuteAlien wrote: for Voodoo 2, but OpenGL might work?


I use dll-wrapper opengl-to-glide.
due to which it works like on modern hardware
But your example used Direct3D8? If you can use OpenGL - do you get the same results?

Re: How to add irr-scene to node?

Posted: Thu Sep 19, 2019 3:50 pm
by alko
But your example used Direct3D8? If you can use OpenGL - do you get the same results?

I tried opengl too. On modern hardware.
The result is the same

Re: How to add irr-scene to node?

Posted: Fri Sep 20, 2019 6:36 pm
by alko
I open irr-file (generated by copperCube) :shock:
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