Irrlicht 0.10.0

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Midnight
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Post by Midnight »

Simply amazing my friend.

Render to texture has me mezmerized.

I think this is really going to help my projects be unique aswell.
etcaptor
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Post by etcaptor »

Niko as ever give us nice surprises.
With these new features I feel so, happy!
Seems will not sleep one more night :D
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zardoz
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Post by zardoz »

:P
niko
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Post by niko »

Nice that you like it.
cmoibenlepro wrote:is there some kind of subliminal message that says "Irrlicht is good, do not close this window"?
Hehe, next release I also add "...and give niko some money!"
afecelis wrote:1. Is there example code to load dmf files? (the one with the loader class seems not to work)
Hm, what doesn't work exactly? You simply should only call sceneManager->getMesh("yourfile.dmf"); and it should work, I tried it out with several files.
afecelis wrote:2. Why did the opengl bugs with my3d files show up again? I thought they had been fixed using Zdmitor's patches.
They do? That's bad.. I tried your demo out the last time a day before the release of the new version and everything worked on my pc. But I'll try again, although I can't imagine if there is that bug back again. Maybe you could try to change all materials in the octree from EMT_TRANSPARENT_ALPHA_CHANNEL to EMT_TRANSPARENT_ALPHA_CHANNEL_REF after loading. That's just a small for loop after loading the .my3d file. Maybe it helps.
TeTo

Post by TeTo »

Incredible !!!! i love this code , it is art !!!

i like very much the new materials like parallex, the highlight specular, it looks very nice , and very very much , the render texture support. Ufff... it give us a lots of possibilities, now we can manipulate the any frame what we have render before it can look for monitor!! it is very important for any effects.

Congratulations niko!!

P.D. Have do you think in other types of lights for new version of irrlicht?? type sun or other for exterior scenes?? ( i think what with irlicht we can give the level of videogames like ICO or GT4 for exterior, congratulations)
afecelis
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Post by afecelis »

Niko: no need to set the texture path for dmf files? (as with csm, lmts, my3d, etc).

about the other bugs, I'm about to try Zdimitor's patches adding the _REF you told me. I'll post up any progress here.

thnx! :D
jox
Bug Slayer
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Post by jox »

Great Niko. Thank you! I like the frequency of releases lately! :)

Now I'm gonna post a bug report (parallax mapping, with fix). ;)
It is like it is. And because it is like it is, things are like they are.
Cristian

Post by Cristian »

COOOL! I'm downloading it right now!!!
x4861
Posts: 24
Joined: Fri Feb 18, 2005 10:19 am

Post by x4861 »

Yoo, this is great!!!
I did encounter one problem..
Specifically function:
CSceneManager::registerNodeForRendering

starts with:
if (isCulled(node))
return;

And some far-away lights were culled because of this :)
Also, by rewriting isCulled to be more precise, I got my camera culled out as well :D How about not culling cameras and lights?

Here is my version of isCulled() (gives a nice boost to fps!):

Code: Select all

const SViewFrustrum* frust=getActiveCamera()->getViewFrustrum(); 
core::aabbox3d<f32> tbox = node->getBoundingBox();
node->getAbsoluteTransformation().transformBox(tbox);
for(int i=0;i<scene::SViewFrustrum::VF_PLANE_COUNT;i++) 
{ 
	if(tbox.classifyPlaneRelation(frust->planes[i])==core::ISREL3D_FRONT) 
		return true;
} 
return false; 
Emil_halim
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Post by Emil_halim »

really veeeeeeeeeeeery nice work that you did Niko.

keep up that good work.

so when next ver [0.11] will be released :lol:
r2d2
Posts: 211
Joined: Mon Nov 24, 2003 5:22 pm

Post by r2d2 »

Great work! I haven't tested it yet but i think it will be great just like every time :)
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afecelis
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Post by afecelis »

thnx Niko! dmf files load witn NP, and opengl was patched ok!!!

life is beautiful!!!!..... again :D
area51
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Post by area51 »

0.10.0 is simply drop dead gorgeous :D
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MikeR
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Post by MikeR »

I really like this new version.. :)

Had no problems downloading,...but,...where are the the files for the DOTNetExampleApp at?? I cannot find them anywhere.
If it exists in the real world, it can be created in 3d

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katoun
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Post by katoun »

Niko:
-First of all this version is impresive(definatly is hading towards high gols)
-Second , for a non beta version it sure mises some things:
-Anisotropic filter(I only now how to implement that for Direct3D)
-Antialias(both D3D and OGL have multisampling and is not that
hard to implement)
-Directional and Spot light for both D3D and OGL(I just made that
after I dowloaded IRR0.10.0 and it works(though need
some test to see if needs some modifications)
-Volumetric Fog(I have found source for OGL on NeHe )
-Third is just a request what about my water(the new watersurface I created for IRR and makes waves) ofcourse beeing similar to the TerrainSeceNode
it could have the same division and LOD system(and than you could make huge planes of water like lakes and even a sea).If you say that it is unstable well I have found a verry verry stable formula for that water and it is eves simpler.I do you say would it be a good acquisition for IRR or not?
Kat'Oun
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