Magic Library - True Type windows font

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Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
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Post by Emil_halim »

@NoM$please


why you are so angry,what is your problem my friend?

i have not never excluded any one from using my work,almost all my work was open sources,see the wiki site,as i have mentioned before i will make lib for DevCpp users ,but i am looking for a free bug library that is all.

i do not thinking in gainning any many from my work.

quote:
-----------------------------------------------------------------------
Well, before i use this bloated compiler i simply ignore your "sweets".
This is so uncool.
-----------------------------------------------------------------------

this is your own opinion,it is all up to you,and this will not stop me from
continue my work.
NoM$please

Post by NoM$please »

Uchlun, kaifa halook?

I know you are a good guy Emil. Shoukrun for all your work. The only thing i don't understand is, why you are contributing to push people towards M$ products. Usually people get paid for that dirty work. Please think of it, it was not my intention to offend you or rising your blood pressure.

Cheers
Guest

Post by Guest »

you can use it with free software too, i dont get your point
Guest

Post by Guest »

i dont get your point
So why do you answer? Who is the troll, hey?
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
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Post by Emil_halim »

Hi All

Magic Library ver 0.3 is released.

now Dev-C++'s users can compile and modify the examples of Magic Library.

i have added more demos and effects,check it out.

download it from the same site

please if you found any bug ,let me know.
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
Contact:

Post by Emil_halim »

Hi ALL

i have created a site for Magic Library , here is the link

http://www.freewebs.com/bcxgl/index.htm

ih has many Screen shots of the demos,so do not forget to see
them befor you try this Library

have fun
Guest

Post by Guest »

Downloading now. And it works with DevCpp. Woaaah, cool. Thanks a lot. That was really, really fast. Wow, i am impressed.
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Anonymous wrote:Downloading now. And it works with DevCpp. Woaaah, cool. Thanks a lot. That was really, really fast. Wow, i am impressed.
Ask nicer next time, you'll get the same result and won't start flame wars about MS or whatever. I use Visual Studio as my primary compiler. I do all my work with it on IrrSpintz, and as a courtesy I add project files and binaries for DevC++ and Linux( when I can get a hold of a machine at work with it ). This is open source. The beauty of it is, if someone creates something, and it doesn't work for you, you can make it work for yourself! :D
Image
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
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Post by Emil_halim »

Hi everybody

i have discovered bug that drives me crazy,spent 2 days to find out it.

when using "video::EMT_DETAIL_MAP" with TerrainSceneNode some functions of magic library did not work as expected.

finally i found that, in OnSetMaterial function of COpenGLMaterialRenderer_DETAIL_MAP class of Engine , when replace the next line

Code: Select all

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
with this line

Code: Select all

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
it wroks well, very strange !!!!!!!!!!!!!!!!!!
and in the same time this change does not affect the render pic of
TerrainSceneNode , again it's so strange isn't it ?????!!!!!!!!!!

any help please

thanks
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

OpenGL renderStates are honestly kinda fubared. Some materials rely on default values and expect them to be set, materials that change the default values, don't set the values back to defaults in OnUnsetMaterial.
Image
MikeR
Posts: 767
Joined: Sun Dec 26, 2004 4:03 pm
Location: Northern California USA
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Post by MikeR »

:lol: anyone who likes tweety has got to be someone special.
You have one mean since of humor. :lol:
This library looks great. I'll give some things a try once I finish the parts I'm working on now. :)
Thanks Emil.
If it exists in the real world, it can be created in 3d

Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
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Post by Emil_halim »

@MikeR

thanks for your nice words.

@Spintz

yes,that is true , the EMT_DETAIL_MAP Material type class has no OnUnsetMaterial function
to reset default values.
so what do you think, is it a bug in Irrlicht itself or what,especially i really do not want
to make any changes in Irrlicht DLL&uploaded with Magic Library.

buy the way i have tried to reset it beffor Magic_Library's part of code,
by useing glTexEnvi function ,but it fails.

i will try your engine version,and let you know how it works.

thanks for your help.
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
Contact:

Post by Emil_halim »

Hi all

it takes so long time to find out this bug,and finally i found it & solved.

the solution is to reset the renderStates to it's default values by the next
2 Lines

Code: Select all

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
befor using Magic code in your programe,next release i will put it in
ViewOrtho function ,so it will automatically reset it.

any way thanks for any help from you guys.
jam
Posts: 409
Joined: Fri Nov 04, 2005 3:52 am

Post by jam »

Is your library compatible with Irrlicht .14?
Emil_halim
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Post by Emil_halim »

i do not think that , i am still downloding Irrlicht 0.14 now.

my be tomorrow i will release a new one for 0.14
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