Cubemaps
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The interface is not properly exposed (if you remove the double methods you just have a destructor and getType). And the implementation has lots of code duplicated. I just hope to find a way to get rid of some of these things, have the texture implementations more tightly related, and increase the maintainability. That would also hold for 3d textures and cube maps.
elvman
If you use DX look at this topic:
http://irrlicht.sourceforge.net/phpBB2/ ... 4&start=15
or
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=23012
You just need to add one function to irrlicht and then you can load cubemap
textures but with DX functions, but on the other side you can have effects
with multipass support. It should not be difficult.
If you use DX look at this topic:
http://irrlicht.sourceforge.net/phpBB2/ ... 4&start=15
or
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=23012
You just need to add one function to irrlicht and then you can load cubemap
textures but with DX functions, but on the other side you can have effects
with multipass support. It should not be difficult.
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- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
You can copy the code from irrSpintz as well. If we are adding temporary code into Irrlicht chances are high that parts of it stay unfixed for a long time. Nay code quality will drop on the long run.
Enhanced texture support is almost next on my TODO list, so either texture compression or cude/3d maps have chances to get into one of the next releases. And the latter seems to be more simple (as we'd have to code the DXT compression completely inside of Irrlicht).
Enhanced texture support is almost next on my TODO list, so either texture compression or cude/3d maps have chances to get into one of the next releases. And the latter seems to be more simple (as we'd have to code the DXT compression completely inside of Irrlicht).