Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Spintz
Posts: 1688 Joined: Thu Nov 04, 2004 3:25 pm
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by Spintz » Fri Dec 17, 2004 9:54 pm
Are there any plans to implement Drawing Triangle Strips?
Right now the engine only supports Triangle Lists / Fans. If not I could take a crack at it, but curious if it's in the works, or if anyone else has gotten that functionality integrated?
mm765
Posts: 172 Joined: Fri May 28, 2004 10:12 am
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by mm765 » Sat Dec 18, 2004 5:03 am
irrlichtnx has support for trianglestrips.
Spintz
Posts: 1688 Joined: Thu Nov 04, 2004 3:25 pm
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by Spintz » Sat Dec 18, 2004 8:11 pm
IrrlichtNX has only implemented them for OpenGL.
I find IrrNX to be very limited, in that it adds cool features, but not completely, like this, it only added the Triangle Strips for OpenGL.
Oh well, I'll just add it myself for DirectX.
mm765
Posts: 172 Joined: Fri May 28, 2004 10:12 am
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by mm765 » Sun Dec 19, 2004 3:38 am
hmm..strange...i was under the impression i added it for directx too...must have been my imagination then
look into cvideodirectxbase.cpp ...
Spintz
Posts: 1688 Joined: Thu Nov 04, 2004 3:25 pm
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by Spintz » Sun Dec 19, 2004 10:35 am
Yeah, I realized that now, I just did a search for strips in DirectX9.
I just implemented it in my own version or Irrlicht anyways. I want to stay with the baseline of Irrlicht, don't want to use IrrlichtNX
Guest
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by Guest » Sun Dec 19, 2004 10:58 am
BTW, where we can see Irrlicht and IrrlichtNX differences? Any doc describing differences?
Electron
Posts: 874 Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA
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by Electron » Sun Dec 19, 2004 1:23 pm
Cool, does anyone know any functions to stripify triangles?
Also, in .x files triangles are stored stripified (or at least they can be by DX Mesh Viewer). Does anyone know if IrrlichtNX preserves the stripped ordering when loading .x files?
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
mm765
Posts: 172 Joined: Fri May 28, 2004 10:12 am
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by mm765 » Sun Dec 19, 2004 4:16 pm
it doesnt
mm765
Posts: 172 Joined: Fri May 28, 2004 10:12 am
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by mm765 » Sun Dec 19, 2004 4:34 pm
Spintz wrote: I just implemented it in my own version or Irrlicht anyways. I want to stay with the baseline of Irrlicht, don't want to use IrrlichtNX
hmm..is there something wrong with my implementation that you didnt just copy it ? id really like to know so i can fix it or make it better.
Spintz
Posts: 1688 Joined: Thu Nov 04, 2004 3:25 pm
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by Spintz » Sun Dec 19, 2004 8:09 pm
nope, just didn't find it, so did it myself, i looked at how you did it and it's exactly the same