


Enumerator:
ECF_A1R5G5B5 16 bit color format used by the software driver.
It is thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information.
ECF_R5G6B5 Standard 16 bit color format.
ECF_R8G8B8 24 bit color, no alpha channel, but 8 bit for red, green and blue.
ECF_A8R8G8B8 Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
ECF_R16F 16 bit floating point format using 16 bits for the red channel.
Floating Point formats. The following formats may only be used for render target textures.
ECF_G16R16F 32 bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
ECF_A16B16G16R16F 64 bit floating point format 16 bits are used for the red, green, blue and alpha channels.
ECF_R32F 32 bit floating point format using 32 bits for the red channel.
ECF_G32R32F 64 bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
ECF_A32B32G32R32F 128 bit floating point format. 32 bits are used for the red, green, blue and alpha channels.
ECF_UNKNOWN Unknown color format:.
Les quatres premières sont définis dans N3xtD, et les autres ne sont plus dans Irrlicht 1.5Cpl.Bator a écrit :il manque ces constantes pour la création de textures :
(source irrlicht doc)Enumerator:
ECF_A1R5G5B5 16 bit color format used by the software driver.
It is thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information.
ECF_R5G6B5 Standard 16 bit color format.
ECF_R8G8B8 24 bit color, no alpha channel, but 8 bit for red, green and blue.
ECF_A8R8G8B8 Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
ECF_R16F 16 bit floating point format using 16 bits for the red channel.
Floating Point formats. The following formats may only be used for render target textures.
ECF_G16R16F 32 bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
ECF_A16B16G16R16F 64 bit floating point format 16 bits are used for the red, green, blue and alpha channels.
ECF_R32F 32 bit floating point format using 32 bits for the red channel.
ECF_G32R32F 64 bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
ECF_A32B32G32R32F 128 bit floating point format. 32 bits are used for the red, green, blue and alpha channels.
ECF_UNKNOWN Unknown color format:.
Exact, il y a un petit bug, j'ai corrigé, je met à jour avant ce soir l'archive.Cpl.Bator a écrit :iCreateTexture() renvois 0.
heuu, il y a quelques 85 exemples dans le package (volontairement simple) , donc je ne sais pas ce qu'il fautdakota a écrit :il manque quelques exemples car pour un débutant c'est encore ce qui convient le mieux.
C'est en soit le principaldakota a écrit :Ceci dit je m'amuse bien
Code : Tout sélectionner
Dim angles.f(2)
iNodeRotation(*node, @angles(0) )
; les angles des 3 axes sont dans angle(0), angle(1) et angle(2), en degrés.