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IRRLICHT 0.12 IS OUT!! HELL YEAH

Posted: Wed Aug 24, 2005 8:41 pm
by Guest
muahahahahahahahahaha the new irrlicht release is out now!!!

http://irrlicht.sourceforge.net/downloads.html

look at the changelog, it seems that this is the best release since a long time !!!

lets dance!!!!! :D :D

i love you niko!

Posted: Wed Aug 24, 2005 8:56 pm
by Guest
the detail mapping looks great!!

also i got a major fps boost of 70fps !!! (irrlicht 0.11 = 170fps, irrlicht 0.12 = 240 fps, both in opengl)

unfortunately i have to sleep now (tomorrow i have to go to school again) but then i´ll check things out!! peace!

Posted: Wed Aug 24, 2005 10:02 pm
by FlyHigh
Wow this update looks pretty packed, (that 4 versions of irrlicht now I've been here for.)

Good job on balancing out the OpenGl driver as well (i'm looking at you William Finlayson :) )

Out of interest what was reasoning behind RTTI in IGUIElements being added? Because I've made 4 custom gui elements for my game so far, will i have to change anything? (I assume not, but just checking)

(Wish I woulda waited one more day to write the timer code in)

Anyways well done on version 0.12, and can someone explain what "Create a scripted building framework for automating SDK creation" mean?

Great Job, Keep up the good work!

Posted: Wed Aug 24, 2005 10:25 pm
by afecelis
This has been a great week; Carmack releases quake 3 and Niko releases 0.12!!! :wink:

I love the new specialfx example. Finally 2 layer materials look as they should in opengl!!!

thnx Niko!

testing thoroughly.

Posted: Thu Aug 25, 2005 12:10 am
by Fred
The ZIP file unzips into the current directory (at least under Linux) instead of unzipping into an Irrlicht specific sub-directory. I had to manually delete the files and re-unzip it.

ALso I still get this under Linux:

Code: Select all

g++  -c COpenGLDriver.cpp -o COpenGLDriver.o -I"include/" -I"zlib/" -DIRRLICHT_EXPORTS=1
COpenGLDriver.cpp: In member function ‘void irr::video::COpenGLDriver::loadExtensions()’:
COpenGLDriver.cpp:393: error: ‘glXGetProcAddress’ was not declared in this scope
make: *** [COpenGLDriver.o] Error 1

Posted: Thu Aug 25, 2005 12:12 am
by AlexL
I had this problem as well, I fixed it by adding #define GLX_GLXEXT_LEGACY above the includes in COpenGLDriver.cpp and re-compiling the engine :) The topic that suggested this was for a problem with Irrlicht 0.11.0, but it seems to work for 0.12.0 as well - http://irrlicht.sourceforge.net/phpBB2/ ... =glx#43715

Posted: Thu Aug 25, 2005 12:25 am
by William Finlayson
[edit: oops, beaten by AlexL :)] I've been scratching my head about that Linux error, I still couldn't say why exactly it happens, but just adding

Code: Select all

#define glXGetProcAddress glXGetProcAddressARB
somewhere suitable (linux defines) is a work-around if you get this error. I'm not sure, but it might be an nVidia thing, I only have boxes with nVidia cards, so I can't test the theory. What graphics card/OpenGL implementation are you using?

@Niko: Congrats on the release! The engine is really becoming advanced, but you are still managing to keep hold of it's greatest asset: keeping it simple to use, and easy for developers to get to grips with.

@FlyHigh: Thanks :D but the credit should go to Niko, he was kind enough to take the time out to look over my submissions and get it up to scratch for inclusion. I was just happy to be able to give something back to Irrlicht. From the development page though, it looks as if Niko is going to try out a subversion server. Right now I really can't complain about the great job he is doing with Irrlicht, but if it encourages more people to lend a hand then it can only be a good thing.

Posted: Thu Aug 25, 2005 12:33 am
by Fred
I'm using a GeForce 6600GT. I just hacked the OpenGL driver to get rid of the compile error, so that's good enough for me for now. :)

Posted: Thu Aug 25, 2005 1:27 am
by Fred
Odd the terrain demo speed is directly proportional to the number of the triangles being drawn - the more drawn the faster it runs. :?

Posted: Thu Aug 25, 2005 8:13 am
by Guest
Fred wrote:Odd the terrain demo speed is directly proportional to the number of the triangles being drawn - the more drawn the faster it runs. :?
Imagine if that held true for everything ;)

Posted: Thu Aug 25, 2005 10:56 am
by Midnight
sweet 8)

Posted: Thu Aug 25, 2005 10:59 am
by cpprules
abnormal increase of FPS!

Posted: Thu Aug 25, 2005 11:41 am
by Fred
If I'm at the height of the terrain looking around me at the local bumps I get about 350fps. If I then zoom out and view the whole terrain (scaled to about 20, 2, 20) I get anywhere up to 1000fps!

I'm going to have to profile the library the terrain demo and see what's going on. This is the opposite to what I would expect.

Any thoughts Niko?

Posted: Thu Aug 25, 2005 11:45 am
by Spintz
It's because of the LOD implementation of the terrain. When you're zoomed very far out, you're viewing each patch of the terrain at it's lowest LOD, which is the fewest triangles. It's working as intended! ;)

Posted: Thu Aug 25, 2005 3:27 pm
by bitplane
woo! yey! I can't wait to try this out :D
thank you Niko!