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Have you tested this under the last build to see if it fix the transparent/reflection map problem in DX9? Is there any improvement on the reflections map and transparent/reflection in openGL?
The current problem is that the texture is reflected incorrectly in 1.4 (Was ok in 1.3.1) (Depending of the angle of the camera the reflection texture flips). Strangely in DX if using only reflection and not using the transparent of the surface the reflection map is working OK. In GL the texture is distorded and reflected in reverse (upside down).
I would really need that is fixed since I will need this on my project. The only alternative is to use shaders to create this.
I think (with my little knowledge) that the problem was related to the texture matrix transformation of the reflection, so I took a chance and asked.
Is there shaders that don't require Pixel Shaders v2.0+? I would like to reflect on low end hardware also.
For my project; I would like to have basic environnement mapping and diffuse mapping working on pre-PS V2 hardware and use .HLSL /.GLSL shaders for hardware supporting Pixel shader v2.0 (So when Pixel Shader 2.0 is detected, there will also be Normal maps/Specular maps available)
Yes, you can just choose the proper runtime library when compiling your app. This should use the same heap then, and hence avoid corruptions.
The other solution, which I am currently investigating, is using the allocator as described by BlindSide.
compiling my app with /MD was not enough, I had to also recompile irrlicht with the same settings, and now it works.
So its probably a good idea to make it compatible with irrlichts default configuration.
gheft wrote:I had to also recompile irrlicht with the same settings
Yes, that is the key. You need the Irrlicht.dll to use the same heap as your game.exe. The only way to do this is to make sure that they both use the same C runtime library.