Future of Irrlicht
Future of Irrlicht
Hi,
I have a question to the developer of the Irrlicht-Engine: What do you planing for the Future? Is it planed, that the Enigne get hardwareaccelaration? What ist with OpenGL 3.0 an DirectX 10 Support?
Greetings
I have a question to the developer of the Irrlicht-Engine: What do you planing for the Future? Is it planed, that the Enigne get hardwareaccelaration? What ist with OpenGL 3.0 an DirectX 10 Support?
Greetings
No I'm not an irrlicht-core developer, but this question has already been answered.
http://irrlicht.sourceforge.net/phpBB2/ ... light=dx10
http://irrlicht.sourceforge.net/phpBB2/ ... light=dx10
DirectX 10 is only for modern graphics cards. It doesn't make any sense to drop the support of older spec just to run the evil VISTA-ONLY dx10.
On the other hand, OpenGL3 is only meant to clean up the codes and combine those 2.x extensions into one single core.
By the way... let's say IF irrlicht only supports a single driver (eg. OGL), I think many of the features were already being implemented into the core?
On the other hand, OpenGL3 is only meant to clean up the codes and combine those 2.x extensions into one single core.
By the way... let's say IF irrlicht only supports a single driver (eg. OGL), I think many of the features were already being implemented into the core?
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I hear there's some really amazing stuff coming up with collision detection and smarter billboards, any second now.
Please upload candidate patches to the tracker.
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I guess I'll branch the development version in the next weeks if the final release cannot be done until then. So rogerborg gets his collision system update
Well, seriously, it seems that none of the developers (me included) has enough time to make intensive bug tracking or testing. So it might take some time until official final 1.4 will be releases, so moving it into a stabilizing branch and continuing the development in trunk seems to be an option. But since I just came back from my holidays it'll take some more days until I have everything reorganized (moreover, my windows laptop is broken, so no win32 tests by myself currently )
Well, seriously, it seems that none of the developers (me included) has enough time to make intensive bug tracking or testing. So it might take some time until official final 1.4 will be releases, so moving it into a stabilizing branch and continuing the development in trunk seems to be an option. But since I just came back from my holidays it'll take some more days until I have everything reorganized (moreover, my windows laptop is broken, so no win32 tests by myself currently )
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Eh, don't mind me, I'm just an SVN junkie. I don't really get how we can declare a stable version without a well defined test specification, or at least a single definitive bug list.
Speaking of which, there are probably several people lurking here (myself included) who would be happy to address specific bugs, if you fancy handing them out. At the moment, I'm not sure where I'd go to find a definitive prioritised list, and I don't know if any specific patches would really be welcome.
Speaking of which, there are probably several people lurking here (myself included) who would be happy to address specific bugs, if you fancy handing them out. At the moment, I'm not sure where I'd go to find a definitive prioritised list, and I don't know if any specific patches would really be welcome.
Please upload candidate patches to the tracker.
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Hi!
That's problably the thing that affect the reflections in my tests! (the texture matrix stuff)
What are thoses enhancement for the collisions and billboard? A rumor?
For the Win32 test, what would be required to do? I still could compile IRRlicht and test it into my level then post screens, if it's needed...
I've a dual boot station, could test under XP and Vista.
That's problably the thing that affect the reflections in my tests! (the texture matrix stuff)
What are thoses enhancement for the collisions and billboard? A rumor?
For the Win32 test, what would be required to do? I still could compile IRRlicht and test it into my level then post screens, if it's needed...
I've a dual boot station, could test under XP and Vista.
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If you don't use texture matrices it shouldn't affect your system. The problem with the win32 device is that there are chances that a newly created device (after closing the first) could immediately close, too, due to a pending close message from the win32 event system.
The collision and billboard updates can be found at the patch tracker on the sourceforge Irrlicht project page.
The collision and billboard updates can be found at the patch tracker on the sourceforge Irrlicht project page.
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Just to clarify, those patches aren't candidates for inclusion in 1.4. 1.4 has been branched and will only receive bugfixes now.
Also, the animated selector doesn't work with the new skinned meshes (as IAnimatedMesh::getMesh(s32 frame,...) doesn't always return what you'd expect now). Luke and bitplane are applying their Mighty Brains to the issue, and I'm making encouraging noises at them.
Also, the animated selector doesn't work with the new skinned meshes (as IAnimatedMesh::getMesh(s32 frame,...) doesn't always return what you'd expect now). Luke and bitplane are applying their Mighty Brains to the issue, and I'm making encouraging noises at them.
Please upload candidate patches to the tracker.
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