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Irrlicht 1.1

Posted: Mon Aug 07, 2006 9:40 am
by hybrid
On behalf of the Irrlicht developers team I'd like to announce the availability of the lastest Irrlicht SDK, version 1.1. Download it from the known place http://prdownloads.sourceforge.net/irrl ... p?download
Also the third release of irrEdit is available at http://irredit.irrlicht3d.org/ which uses the 1.1 SDK, so no need for Irrlicht SVN anymore if you want to use irrEdit or .irr file format.
Other new features include new file loaders (BlitzBasic .b3d, ogre .mesh, Quake .pak, binary .x), screenshot mechanism, sky dome, sphere node, up to 4 textures per material, (almost complete) scene node serialization, and allocator objects for correct memory allocation across .dll boundaries. Moreover, lots of bug fixes and minor enhancements have been applied. Thanks a lot to all of those who contributed to this release, either by developing new code of by reporting and fixing bugs :D

Please note that some API changes will require some changes in application source code to compile with this release. Also the OpenGL driver got some major changes (esp. the Linux version) which might result in unexpected behavior. Just report any probelms encountered such that the can be fixed for the next Irrlicht release!

Posted: Mon Aug 07, 2006 6:45 pm
by Halan
great, just great hybrid

btw: i really would love to see this GUI Extension in the next release :)

there shouldnt be much todo cause there havent been any changes on the gui for some time imo

Posted: Tue Aug 08, 2006 1:16 am
by BattleElf
Agreed Halan, they're very useful.

Posted: Tue Aug 08, 2006 1:42 am
by GueZt_Coders
Gooooooodddddd News! :D

Posted: Tue Aug 08, 2006 2:54 am
by zenaku
Just when I thought I could take a break on IrrLua ;)

4 textures now?

Posted: Wed Aug 09, 2006 6:57 am
by noreg
Great news, thanks to all who have contributed. I have read the changes.txt and it sounds great. It also states:

The SMaterial structure now supports 4 textures. (Currently ignored by the renderers and their materials.)"

I don't understand what that means. Are they supported and can i use and blend them or are they ignored (meaning not useable). Somebody who played with it, please explain.
Thanks for your attention.[/quote]

Posted: Wed Aug 09, 2006 8:48 am
by hybrid
You can at least store them in the materials and use them for your own purposes. The standard Irrlicht materials don't make use of them, only enable the default states of the video drivers for them if there's a texture. However, OpenGL seems to drop all textures if more than two are set.

Posted: Wed Aug 09, 2006 11:45 am
by noreg
Thanks for your "nearly realtime" answer, hybrid. Is it possible to give an example for:
You can at least store them in the materials and use them for your own purposes
I personally like to use the 4 tex in shaders. Well, i am going to try it now.

Posted: Wed Aug 09, 2006 12:46 pm
by hybrid
Just use the setMaterialTexture method with levels 2 and 3, just as before with 0 and 1. Then you can access them anytime you are working with that material. I don't know how to get them into the shaders if it's not automatically done. As said the use of those textures is not yet really supported.

Posted: Wed Aug 09, 2006 3:31 pm
by Lothar
Why there is TestSceneNode no more? :shock:

Posted: Wed Aug 09, 2006 4:16 pm
by sRc
Lothar wrote:Why there is TestSceneNode no more? :shock:
it was renamed to CubeSceneNode

Posted: Wed Aug 09, 2006 4:33 pm
by Lothar
Whoops... :oops: right...
Thanks for help. 8)

Posted: Tue Aug 15, 2006 12:45 am
by juliusctw
[quote="
btw: i really would love to see this GUI Extension in the next release :)[/quote]


Yes i agree, either that or with Aki's extensions, right now i have them compiled seperately, but i'm constant in fear of going too far away from the original source code.

Posted: Wed Aug 16, 2006 4:06 pm
by Halan
thats what i fear too 8)

Posted: Sat Aug 19, 2006 8:54 am
by niko
Yes, I would like to see them in Irrlicht too. I promised to include them into Irrlicht several times already, and he would be ok to put them under the zlib license as far as I remember, but I just had no time yet. :)