IrrlichtWrapper 1.05 (still) beta

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Philippe-felixer76-2
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Post by Philippe-felixer76-2 »

Thalius wrote:Video is theoretically possible via rendering on a texture surface.
Gotta see if i can get an example using the directx catch from the Movie functions at least, otherwise
you would have to rely on some avi library or single frames to read your video, then colorconversion & filters could be also done by the GPU Hardware.

Thalius
Using some avi library, you refer to my libavcodec PB user library attempt?
Thats not realy a option unless i can find a skilled user that likes to join
my effords .. otherwise i have no time.

The directx appraoch seems like a good idea, in that case you would
be able to use almost any video source i figure.

Phil.
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Post by Thalius »

yep basically. Tho would limit the engine of the use of DirectX as using both contexts together ends up in mostly crashes ( surprisingly on occasion it works... must be a windows thing ).

Then youd have to consider that not all drivers / cards support a non power of two surface. so a RectBlt ( or some cropper )should be called to make sure the texture is in the correct size. Filters / Scaling etc can either be done with
TnL Functions ( Alfa / Bi / Trilinear Filtering ) or Shaders ( which again arent supported yet on all cards ).

Ill give it a whirl but might take some time as i have a pretty long worklist currently and not sure how much i can squeeze in there right now.
Iirc i have an old libavcodec wrap from earlier ... i recall i needed that one for a project of mine ... gotta dig.

Cheers,
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
Philippe-felixer76-2
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Post by Philippe-felixer76-2 »

Thalius wrote:yep basically. Tho would limit the engine of the use of DirectX as using both contexts together ends up in mostly crashes ( surprisingly on occasion it works... must be a windows thing ).

Then youd have to consider that not all drivers / cards support a non power of two surface. so a RectBlt ( or some cropper )should be called to make sure the texture is in the correct size. Filters / Scaling etc can either be done with
TnL Functions ( Alfa / Bi / Trilinear Filtering ) or Shaders ( which again arent supported yet on all cards ).

Ill give it a whirl but might take some time as i have a pretty long worklist currently and not sure how much i can squeeze in there right now.
Iirc i have an old libavcodec wrap from earlier ... i recall i needed that one for a project of mine ... gotta dig.

Cheers,
Thalius
Thanks for your time and response.

I hope you will get it working, you can also put me to work
if you send me a PM and some files.

And i send you a PM about the libavcodec wrapper.

Greets,
Phil.
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Post by sampb »

Sorry, I am newbie.
Is this wrapper updated?
When will it be final and stable?

Thanks in advance
:)
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Post by Fluid Byte »

sampb wrote:When will it be final and stable?
October 23, 2008 @ 22:47

Hell no, I am serious!
Last edited by Fluid Byte on Tue Feb 12, 2008 7:06 pm, edited 1 time in total.
Windows 10 Pro, 64-Bit / Whose Hoff is it anyway?
Philippe-felixer76-2
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LibAvCodec / LibAVFormat PB Wrapper

Post by Philippe-felixer76-2 »

sampb wrote:Sorry, I am newbie.
Is this wrapper updated?
When will it be final and stable?

Thanks in advance
:)
I don't know, Thalius must be a very busy man..
Let's hope he gives some info soon..

Gr,
Phil.
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Post by SofT MANiAC »

sampb wrote: When will it be final and stable?
:)
already fairly stable :lol:
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Post by SofT MANiAC »

heh.. it would be wonderful if the wrapper is supplied with source code...
because not all features ported :(
and outdated version of irrlicht :evil:
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Post by SofT MANiAC »

Irrlicht has no analogue for pb's RotateSprite3D?
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Post by Thalius »

The Source is in there if you looked right ;)

Second - its a 3D Engine ... use Billboards or Quads. 2D Part for 1.4 is more supported aswell... Besides with DX9 Support you can now use Sprite3D on top of Irrlicht ..... provided you use the correct subsystem.

And sorry for long quiet time... a hd crash after new pc kind of taught me backups ....

Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
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Post by SofT MANiAC »

Thalius wrote:The Source is in there if you looked right ;)
There? Huh.. sourcen folder is empty... :oops:
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SofT MANiAC
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Post by SofT MANiAC »

oops... wrapper doesn't work in DirectX8 mode? IrrStartEx crashes :?
Hardware accelerated DirectX 8 renderer (Binding not included in IrrlichtWrappers irrlicht.dll)
bad news.. but this isn't a real problem
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Post by Thalius »

Barely anyone used DX8 Functionality. So we skipped the static linkin to the DX8 SDK aswell. If its still needed you simply can provide the d3d dll version needed for dx8 but its not included anymore ( possibly even will disappear soon as OpenGL is now far more stable and faster anyway ). Then yeah theres DX10 but i doubt anyone currently not working as a professional 3D Artist / Programmer can even put half of what DX10.1 Shaders offer to use. :)

ill whip a pack together and send a few pms out til friday ( with 1.4 sources ).
You ll see the todo list aswell .

Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
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Post by SofT MANiAC »

Thalius wrote:Barely anyone used DX8 Functionality
This is still needed for casual games (DX8, or even DX7)
Thalius wrote:Then yeah theres DX10 but i doubt anyone currently not working as a professional 3D Artist / Programmer can even put half of what DX10.1 Shaders offer to use. :)

agree :)
Thalius wrote:ill whip a pack together and send a few pms out til friday ( with 1.4 sources ).
You ll see the todo list aswell .
ok! :D
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Post by SofT MANiAC »

huh... silence silence silence :cry:
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