link to speed up article and some irrlicht feature queries

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gamedev_adi

link to speed up article and some irrlicht feature queries

Post by gamedev_adi »

thanks again for the links,assidragon and phenix.the link to the article abt optimising the engine, is(http://www.devmaster.net/articles/speed-up/).hope it may be useful to u.devmaster has many more interesting and useful articles.one question that i would like to ask abt the irrlicht engine is that :does irrlicht support enviromental cube mapping,Fresnel Effect;ie computed reflection and refraction with chromatic dispersion on a buuble and sphere,volume texture and projected texture mapping.bye
niko
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Post by niko »

No, currently not, but it wouldn't be much work to add it, since version 0.8
Guest

Post by Guest »

Dynamic (and static) cube maps are a must for "cheap end" envmapping imo. Using FFP as well as shaders so that people targeting older hardware (Without shaders) can still use cube maps via the FFP.

As this is one of the oldest effects it seems it can be overlooked, but as I mentioned it can be used on older hardware and imo would be a great addition to irrlicht asap!

p.s love the engine :) good work niko!
Guest

Post by Guest »

Can anyone answer me if it is possible to do dynamic reflections in the FFP (without shaders) in Irrlicht? If I want to make shiny metal objects how can it be done in Irrlicht without cubemaps? (sphere maps can't be done dynamically can they?)
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