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View Full Version : Irr4Delphi (update - 18/12/08) Irrlicht with vBO's



djoker
01-03-2008, 11:39 PM
Irrlicht wrapper with IrrLicht 1.5 ...

main features :

•High performance realtime 3D rendering using Direct3D and OpenGL [more]
•Platform independent. Runs on Windows95, 98, NT, 2000, XP, Linux, OSX, Solaris, and others.[more]
•Huge built-in and extensible material library with vertex and pixel shader support [more].
•Seamless indoor and outdoor mixing through highly customizeable scene management. [more]
•Character animation system with skeletal and morph target animation. [more]
•Particle effects, billboards, light maps, environment mapping, stencil buffer shadows, and lots of other special effects. [more]
•.NET language binding which makes the engine available to all .NET languages like C#, VisualBasic, and Delphi.NET.
•Two platform and driver independent fast software renderers included. They have different properties (speed vs. quality) and feature everything needed: perspective correct texture mapping, bilinear filtering, sub pixel correctness, z-buffer, gouraud shading, alpha-blending and transparency, fast 2D drawing, and more.
•Powerful, customizeable, and easy to use 2D GUI System with Buttons, Lists, Edit boxes, ...
•2D drawing functions like alpha blending, color key based blitting, font drawing, and mixing 3D with 2D graphics.
•Clean, easy to understand, and well documented API with lots of examples and tutorials.
•Written in pure C++ and totally object oriented.
•Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), Blitz3D (.b3d), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]
•Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]
•Fast and easy collision detection and response.
•Optimized fast 3D math and container template libraries.
•Directly reading from (compressed) archives. (.zip, .pak, .pk3)
•Integrated fast XML parser.
•Unicode support for easy localisation.
•Works with Microsoft VisualStudio 7.0-9.0™, Metrowerks Codewarrior, Bloodshed Dev-C++, Code::Blocks, XCode, and gcc 3.x-4.x.
•The engine is open source and totally free. You can debug it, fix bugs and even change things you do not like. And you do not have to publish your changes: The engine is licensed under the zlib licence, not the GPL or the LGPL.

Irrlicht 1.5 new
•Vertex Buffer Objects, i.e. storing meshes on the GPU
•Joystick support on all platforms
•Added support for collada 1.4 and LWO files
•32bit indices for large meshes
•Added an .obj writer
•Improved software rasterizer (burning video)
•Improvements for dynamic lights, particle systems, LMTS, PNG and PCX loading and writing
•Added FSAA for OpenGL
•OGRE .mesh loader improvements
•Nicer and faster terrain rendering
•Volume lights
•Various improvements for the WindowsCE port
•Shared depth buffers for RTT in D3D
•Added a font creation tool for Linux



SDK Download (http://www.mediafire.com/?geinz9yrytn)


delphi new features

Node with coldet colission .



function Coldet_Create(Static:boolean):IColdet;cdecl ;external IRR_DLL;
procedure Coldet_Free(model:IColdet);cdecl ;external IRR_DLL;

function Coldet_ColideWithModel(A,B:IColdet):boolean;cdecl ;external IRR_DLL;
function Coldet_RayHit(A:IColdet; origin,direction:ivec3):boolean;cdecl ;external IRR_DLL;
function Coldet_CameraRayHit(A:IColdet;CameraNode:ISceneNod e;dist:integer=1000):boolean;cdecl ;external IRR_DLL;
function Coldet_SphereHit(A:IColdet; origin:Ivec3; radius:single):boolean;cdecl ;external IRR_DLL;
procedure Coldet_SetTrasformByNode(A:IColdet;Node:ISceneNode );cdecl ;external IRR_DLL;
procedure Coldet_SetTrasformByMatrix(A:IColdet;matrix:pointe r);cdecl ;external IRR_DLL;
procedure Coldet_AddTriangle(a:IColdet;t1,t2,t3:ivec3);cdecl ;external IRR_DLL;
procedure Coldet_AddTrianglesFromNode(a:IColdet;Node:ISceneN ode);cdecl ;external IRR_DLL;
procedure Coldet_AddTrianglesFromMesh(A:IColdet;meshA:IMesh) ;cdecl ;external IRR_DLL;
procedure Coldet_Rebuild(A:IColdet);cdecl ;external IRR_DLL;
procedure Coldet_CollisionNormal(A:IColdet;var normal:ivec3);cdecl ;external IRR_DLL;
procedure Coldet_CollisionPoint(A:IColdet;var point:ivec3;global:boolean=false);cdecl ;external IRR_DLL;
procedure Coldet_CollisionTri(A:IColdet;var triangle:ITriangle;ModelSpace:boolean=false);cdecl ;external IRR_DLL;
procedure Coldet_CollisionTris(A:IColdet;var t1,t2:ITriangle;ModelSpace:boolean=false);cdecl ;external IRR_DLL;
procedure Coldet_CollisionTrisIndex(A:IColdet;var t1,t2:integer);cdecl ;external IRR_DLL;



direct render mode (OpenGL Style)


function IRRBegin(primitiveType:E_PRIMITIVE_TYPE ):boolean;cdecl ;external IRR_DLL;
procedure IRRVertex3f(x,y,z:single);cdecl ;external IRR_DLL;
procedure IRRNormal3f(x,y,z:single);cdecl ;external IRR_DLL;
procedure IRRTexCoord2f(tu,tv:single);cdecl ;external IRR_DLL;
procedure IRRColor3f(r,g,b:single);cdecl ;external IRR_DLL;
procedure IRRColor4f(a,r,g,b:single);cdecl ;external IRR_DLL;
procedure IRRColor4i(a,r,g,b:integer);cdecl ;external IRR_DLL;
procedure IRRColor3i(r,g,b:integer);cdecl ;external IRR_DLL;
function IRREnd():boolean;cdecl ;external IRR_DLL;


Matrix




procedure IRRApplyMatrix;cdecl ;external IRR_DLL;
procedure IRRLoadIdentity;cdecl ;external IRR_DLL;
procedure IRRTranslatef(x,y,z:single);cdecl ;external IRR_DLL;
procedure IRRRotatef(a,x,y,z:single);cdecl ;external IRR_DLL;
procedure IRRScalef(x,y,z:single);cdecl ;external IRR_DLL;
function IRRPushMatrix:boolean;cdecl ;external IRR_DLL;
function IRRPopMatrix:boolean;cdecl ;external IRR_DLL;



Node with simples physics,collide and response
(i'm working on this)


function Body_Create:IBody;cdecl ;external IRR_Dll;
procedure Body_Free(body:IBody);cdecl ;external IRR_Dll;
procedure Body_Update(body:IBody ;time:single);cdecl ;external IRR_Dll;

procedure Body_SetCanSleep(body:IBody ;value:boolean);cdecl ;external IRR_Dll;
procedure Body_SetAwake(body:IBody );cdecl ;external IRR_Dll;

procedure Body_GetTransform(body:IBody;matrix:PCmatrix4);cde cl ;external IRR_Dll;
procedure Body_GetTransformArray(body:IBody;matrix:PCmatrix4 );cdecl ;external IRR_Dll;


procedure Body_ClearAccumulators(body:IBody );cdecl ;external IRR_Dll;
procedure Body_CalculateDerivedData(body:IBody );cdecl ;external IRR_Dll;

procedure Body_SetBlockInertiaTensor(body:IBody;halfSizes:iv ec3;mass:single);cdecl ;external IRR_Dll;
procedure Body_SetInertiaTensorCoeffs(body:IBody;halfSizes:i vec3);cdecl ;external IRR_Dll;

function Body_GetRealVelocity(body:IBody):single;cdecl ;external IRR_Dll;
procedure Body_SetOrientation(body:IBody;r,i,j,k:single);cde cl ;external IRR_Dll;
procedure Body_AddForceAtBodyPoint(body:IBody; force,point:ivec3);cdecl ;external IRR_Dll;
procedure Body_AddForceAtPoint(body:IBody;force,point:ivec3) ;cdecl ;external IRR_Dll;
function Body_GetTransformDirection(body:IBody;x,y,z:single ):ivec3;cdecl ;external IRR_Dll;
function Body_GetDirectionInWorldSpace(body:IBody;x,y,z:sin gle):ivec3;cdecl ;external IRR_Dll;
function Body_GetDirectionInLocalSpace(body:IBody;x,y,z:sin gle):ivec3;cdecl ;external IRR_Dll;
function Body_GetPointInWorldSpace(body:IBody;x,y,z:single) :ivec3;cdecl ;external IRR_Dll;
function Body_GetPointInLoaclSpace(body:IBody;x,y,z:single) :ivec3;cdecl ;external IRR_Dll;
procedure Body_SetAngularDamping(body:IBody ;value:single);cdecl ;external IRR_Dll;
procedure Body_SetDamping(body:IBody;linearDamping,angularDa mping:single);cdecl ;external IRR_Dll;

procedure Body_AddTorque(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_SetLinearDamping(body:IBody;value:single);cde cl ;external IRR_Dll;
procedure Body_SetVelocity(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_SetAcceleration(body:IBody;x,y,z:single);cdec l ;external IRR_Dll;
procedure Body_SetPosition(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_AddForce(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_SetMass(body:IBody;mass:single);cdecl ;external IRR_Dll;
procedure Body_AddRotation(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_SetRotation(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
procedure Body_AddVelocity(body:IBody;x,y,z:single);cdecl ;external IRR_Dll;
function Body_GetRotation(body:IBody ):ivec3;cdecl ;external IRR_Dll;
function Body_GetRealRotation(body:IBody ):ivec3;cdecl ;external IRR_Dll;
function Body_GetPosition(body:IBody ):ivec3;cdecl ;external IRR_Dll;
function Body_GetPositionX(body:IBody ):single;cdecl ;external IRR_Dll;
function Body_GetPositionY(body:IBody ):single;cdecl ;external IRR_Dll;
function Body_GetPositionZ(body:IBody ):single;cdecl ;external IRR_Dll;
function Body_GetVelocity(body:IBody ):ivec3;cdecl ;external IRR_Dll;
function Body_GetAcceleration(body:IBody ):ivec3;cdecl ;external IRR_Dll;

///colider
procedure Geom_Calculate(Geom:IGeom);cdecl ;external IRR_Dll;
procedure Geom_Free(Sphere:IGeom);cdecl ;external IRR_Dll;
function Geom_CreateSphere(radius:single):IGeom;cdecl ;external IRR_Dll;
function Geom_CreatePlane(NormalX,NormalY,NoarmalZ, distance:single):IGeom;cdecl ;external IRR_Dll;
function Geom_CreateBox( SizeX, SizeY, SizeZ:single):IGeom;cdecl ;external IRR_Dll;
procedure Geom_SetBody(Geom:IGeom;Body:IBody);cdecl ;external IRR_Dll;

function Geom_BoxHitPlane(Box,Plane:IGeom):boolean;cdecl ;external IRR_Dll;
function Geom_BoxHitBox(One,Two:IGeom):boolean;cdecl ;external IRR_Dll;
function Geom_BoxHitSphere(One,Sphere:IGeom):boolean;cdecl ;external IRR_Dll;
function Geom_SphereHitPlane(Sphere,Plane:IGeom):boolean;cd ecl ;external IRR_Dll;
function Geom_SphereHitSpher(Sphere,Two:IGeom):boolean;cdec l ;external IRR_Dll;
function Geom_SphereHitTruePlane(Sphere,Plane:IGeom):boolea n;cdecl ;external IRR_Dll;

function Geom_SphereHitFloor(Sphere:IGeom;y:single=0):boole an;cdecl ;external IRR_Dll;
function Geom_BoxHitFloor(Box:IGeom;y:single=0):boolean;cde cl ;external IRR_Dll;




Particles with simples physics,collide and response



//particles
function Atom_Create():IAtom;cdecl ;external IRR_Dll;
procedure Atom_Free(Particle:IAtom);cdecl ;external IRR_Dll;
procedure Atom_SetVelocity(Particle:IAtom;x,y,z:single);cdec l ;external IRR_Dll;
procedure Atom_SetAcceleration(Particle:IAtom;x,y,z:single); cdecl ;external IRR_Dll;
procedure Atom_SetPosition(Particle:IAtom;x,y,z:single);cdec l ;external IRR_Dll;
procedure Atom_AddForce(Particle:IAtom;x,y,z:single);cdecl ;external IRR_Dll;
procedure Atom_SetMass(Particle:IAtom;mass:single);cdecl ;external IRR_Dll;
procedure Atom_SetDamping(Particle:IAtom;damping:single);cde cl ;external IRR_Dll;
procedure Atom_ClearAccumulator(Particle:IAtom);cdecl ;external IRR_Dll;
procedure Atom_Update(Particle:IAtom;time:single);cdecl ;external IRR_Dll;
function Atom_GetPosition(Particle:IAtom):ivec3;cdecl ;external IRR_Dll;
function Atom_GetVelocity(Particle:IAtom):ivec3;cdecl ;external IRR_Dll;
function Atom_GetAcceleration(Particle:IAtom):ivec3;cdecl ;external IRR_Dll;
function Atom_GetPositionX(Particle:IAtom):single;cdecl ;external IRR_Dll;
function Atom_GetPositionY(Particle:IAtom):single;cdecl ;external IRR_Dll;
function Atom_GetPositionZ(Particle:IAtom):single;cdecl ;external IRR_Dll;






http://img212.imageshack.us/img212/735/modelvertex2bd9.th.jpg (http://img212.imageshack.us/my.php?image=modelvertex2bd9.jpg)
http://img247.imageshack.us/img247/8323/modelvertex1eh1.th.jpg (http://img247.imageshack.us/my.php?image=modelvertex1eh1.jpg)
http://img208.imageshack.us/img208/2563/stem2km0.th.jpg (http://img208.imageshack.us/my.php?image=stem2km0.jpg)
http://img247.imageshack.us/img247/7298/stem1ct5.th.jpg (http://img247.imageshack.us/my.php?image=stem1ct5.jpg)
http://img246.imageshack.us/img246/3900/tiles3kn0.th.jpg (http://img246.imageshack.us/my.php?image=tiles3kn0.jpg)
http://img84.imageshack.us/img84/883/tiles2xl9.th.jpg (http://img84.imageshack.us/my.php?image=tiles2xl9.jpg)
http://img440.imageshack.us/img440/7173/grass2yh1.th.jpg (http://img440.imageshack.us/my.php?image=grass2yh1.jpg)
http://img301.imageshack.us/img301/4835/grass1rr3.th.jpg (http://img301.imageshack.us/my.php?image=grass1rr3.jpg)
http://img265.imageshack.us/img265/3547/shaderswh9.th.jpg (http://img265.imageshack.us/my.php?image=shaderswh9.jpg)





http://aycu31.webshots.com/image/50590/2004999465947441494_th.jpg (http://allyoucanupload.webshots.com/v/2004999465947441494)
http://aycu34.webshots.com/image/49633/2004926210858098365_th.jpg (http://allyoucanupload.webshots.com/v/2004926210858098365)
http://aycu31.webshots.com/image/47390/2004944963614578432_th.jpg (http://allyoucanupload.webshots.com/v/2004944963614578432)

http://img356.imageshack.us/img356/8980/render2texturekg8.th.jpg (http://img356.imageshack.us/my.php?image=render2texturekg8.jpg)
http://img132.imageshack.us/img132/7757/modelX_JOINT.th.jpg (http://img132.imageshack.us/my.php?image=modelX_JOINT.jpg)
http://img132.imageshack.us/img132/8859/water_fx.th.jpg (http://img132.imageshack.us/my.php?image=water_fx.jpg)
http://img132.imageshack.us/img132/174/shadows.th.jpg (http://img132.imageshack.us/my.php?image=shadows.jpg)
http://img132.imageshack.us/img132/5004/LoadMeshSkyBox.th.jpg (http://img132.imageshack.us/my.php?image=LoadMeshSkyBox.jpg)
http://img132.imageshack.us/img132/7205/terrain.th.jpg (http://img132.imageshack.us/my.php?image=terrain.jpg)
http://img132.imageshack.us/img132/2730/water_fx_ligth.th.jpg (http://img132.imageshack.us/my.php?image=water_fx_ligth.jpg)
http://img132.imageshack.us/img132/9804/terrain_pic.th.jpg (http://img132.imageshack.us/my.php?image=terrain_pic.jpg)
http://img132.imageshack.us/img132/3729/water_fx_ligth_particles.th.jpg (http://img132.imageshack.us/my.php?image=water_fx_ligth_particles.jpg)
http://img132.imageshack.us/img132/3610/picktriangle.th.jpg (http://img132.imageshack.us/my.php?image=picktriangle.jpg)
http://img85.imageshack.us/img85/7117/watershaders3ky1.th.jpg (http://img85.imageshack.us/my.php?image=watershaders3ky1.jpg)
http://img85.imageshack.us/img85/6210/watershaders2et2.th.jpg (http://img85.imageshack.us/my.php?image=watershaders2et2.jpg)
http://img85.imageshack.us/img85/2620/watershaders1vs7.th.jpg (http://img85.imageshack.us/my.php?image=watershaders1vs7.jpg)

ps: terrain on irrlicht 1.5 have same problems and vbo's :cry:

arthurprs
02-03-2008, 12:55 AM
the header is complete?

Brainer
02-03-2008, 04:33 AM
Looks good! :D But where to get the DLL?

djoker
02-03-2008, 07:00 AM
the header is complete?

ei cara ;)


ja falta pouco mas podes testar
http://www.megafileupload.com/en/file/47260/irrlicht-rar.html

djoker
02-03-2008, 09:16 AM
new demo

shadows,reflection,particles,mesh,water and light

http://img411.imageshack.us/img411/9930/particleshq3.th.jpg (http://img411.imageshack.us/my.php?image=particleshq3.jpg)
http://img137.imageshack.us/img137/340/burnyb3.th.jpg (http://img137.imageshack.us/my.php?image=burnyb3.jpg)



program SkyBoxeAndMeshFxS;


uses
SysUtils, IRRLICHT in 'IRRLICHT.pas';



var

font:IFont;
texture:ITexture;
ps,model,bill,Light,water,room,camera:ISceneNode;
meshhil,mesh,meshmodel:IAnimatedMesh;
anim:IAnimator;


finished:boolean=false;
EEvents:TEngineEvents;


Save8087CW: Word;



begin

Save8087CW := Get8087CW;
Set8087CW($133F);

Device_Init(EDT_DIRECT3D9,800,600,16,false,true,tr ue);
Render_SetResizeAble(true);
Device_SetWindowCaption('IRRLICHT 4 Delphi');
Render_SetDebug(true,true);
Device_SetCursorVisible(true);



font:=Font_Load('../../media/fonthaettenschweiler.bmp');

texture:=Texture_Load('../../media/irrlichtlogo.BMP');




camera:=Scene_AddFPSCamera;
Node_SetPosition(camera,80,80,-600);
Scene_AddSkyBox(
'../../media/irrlicht2_up.jpg',
'../../media/irrlicht2_dn.jpg',
'../../media/irrlicht2_lf.jpg',
'../../media/irrlicht2_rt.jpg',
'../../media/irrlicht2_ft.jpg',
'../../media/irrlicht2_bk.jpg');


mesh:=Scene_AddMesh('../../media/room.3ds');
Mesh_MakePlanarTextureMapping(mesh,0.008);
room:=Scene_AddOctTreeSceneNode(mesh);
Node_SetMaterialTexture(room,0,'../../media/wall.jpg');
Node_SetSpecularColor(room,Color(0,0,0,0),0);





meshhil:=Scene_AddHillPlaneMesh( 'myHill',20,20,40,40,0,4,4,10,10);
water:=Scene_AddWaterSurface(meshhil,vect(0,7,0),Z EROVECT,ADDVECT,3.0,300.0,30.0);
Node_SetMaterialTexture(water,0,'../../media/stones.jpg');
Node_SetMaterialTexture(water,1,'../../media/water.jpg');
Node_SetMaterialType(water,EMT_REFLECTION_2_LAYER) ;


Light:=Scene_AddLight(1200.0,ZEROVECT,color(256,25 6,200,255));
anim:=Scene_CreateFlyCircleAnimator(vect(0,150,0), vect(0,1,0),250,0.001);
Node_AddAnimator(light,anim);

bill:=Scene_AddBillboard(50,50,ZEROVECT,CWHITE,lig ht);
Node_SetMaterialTexture(bill,0,'../../media/particlewhite.bmp');
Node_SetMaterialFlag(bill,EMF_LIGHTING,false);
Node_SetMaterialType(bill,EMT_TRANSPARENT_ADD_COLO R);


meshmodel:=Scene_AddMesh('../../media/dwarf.x');
model:=Scene_AddNodFromMesh(meshmodel,vect(-120,-10,-140),ZEROVECT,vect(2,2,2));
Anim_SetAnimationSpeed(model,150);
Node_SetMaterialFlag(model,EMF_NORMALIZE_NORMALS,t rue);
Node_AddShadowVolume(model);
Scene_SetShadowColor(color(150,0,0,0));
Node_AddShadowVolume(model);




ps:=Scene_AddParticleSystem(vect(-70,60,40),ZEROVECT,vect(2,2,2),false);

Par_SetParticleSize(ps,20,20);

Par_AddBoxEmitter(ps,-7,0,-7,7,1,7,vect(0,0.06,0),

color(0,255,255,255),

color(0,255,255,255),80,100,800,2000);


Par_AddFadeOutParticleAffector(ps);


Node_SetMaterialTexture(ps,0,'../../media/fire.bmp');

Node_SetMaterialFlag(ps,EMF_LIGHTING,false);
Node_SetMaterialFlag(ps,EMF_ZWRITE_ENABLE,false);
Node_SetMaterialType(ps,EMT_TRANSPARENT_VERTEX_ALP HA);





while (Device_Run) and (not finished) do
begin
Device_GetEvents(EEvents);


Render_BeginScene(true,true,0,0,0);
Scene_DrawAll;
Texture_DrawD2ImageColor(texture,800-89,600-32,0,0,88,31,color(255,255,255,255),false);
Render_EndScene;

if EEvents.loopKeyInput.Key=27 then finished:=true;
end;

Device_Stop;
Set8087CW(Save8087CW);

end.

Brainer
02-03-2008, 10:16 AM
I'd really love to test it, but I can't because it can't find an entry point in my Irrlicht.dll. I've got the latest one (I suppose so); I downloaded it from official website with the latest SDK.

Can you send me your DLL?

djoker
02-03-2008, 10:51 AM
I'd really love to test it, but I can't because it can't find an entry point in my Irrlicht.dll. I've got the latest one (I suppose so); I downloaded it from official website with the latest SDK.

Can you send me your DLL?

put all files in

root -> irrlicht-1.4\bin\Win32-VisualStudio

Brainer
02-03-2008, 11:13 AM
Ah, I see. I just copied the DLL from this directory to another one. :)
Anyway, looks very good! :D Keep up the great work. :) I hope Irrlicht will support DX10 soon. :)

pstudio
03-03-2008, 02:27 PM
Interesting.
I'll take a closer look at it when I get home.
I'll be great to use Irrlicht with Delphi :D

detvog
04-03-2008, 08:16 AM
..but the last sample do not work

Par_SetParticleSize();
Par_AddBoxEmitter() :?:

chronozphere
04-03-2008, 10:20 AM
Good Job. I'll also take a look at the samples. :)

Thanx for posting the header file. I alway's take a look at headers for game engines. It inspires me alot, so i can improve my own engine API. :)

djoker
05-03-2008, 07:29 PM
..but the last sample do not work

Par_SetParticleSize();
Par_AddBoxEmitter() :?:



yes dude i have 1 demo



http://img137.imageshack.us/img137/340/burnyb3.th.jpg (http://img137.imageshack.us/my.php?image=burnyb3.jpg)





ps:=Scene_AddParticleSystem(vect(-70,60,40),ZEROVECT,vect(2,2,2),false,model);

Par_SetParticleSize(ps,20,20);

Par_AddBoxEmitter(ps,-7,0,-7,7,1,7,vect(0,0.06,0),color(0,255,255,255),color( 0,255,255,255),80,100,800,2000);






program particles;


uses
SysUtils, IRRLICHT in 'IRRLICHT.pas';



var

font:IFont;
texture:ITexture;
ps,model,bill,Light,water,room,camera:ISceneNode;
meshhil,mesh,meshmodel:IAnimatedMesh;
anim:IAnimator;


finished:boolean=false;
EEvents:TEngineEvents;


Save8087CW: Word;



begin

Save8087CW := Get8087CW;
Set8087CW($133F);

Device_Init(EDT_DIRECT3D9,800,600,16,false,true,tr ue);
Render_SetResizeAble(true);
Device_SetWindowCaption('IRRLICHT 4 Delphi');
Render_SetDebug(true,true);
Device_SetCursorVisible(true);



font:=Font_Load('../../media/fonthaettenschweiler.bmp');

texture:=Texture_Load('../../media/irrlichtlogo.BMP');




camera:=Scene_AddFPSCamera;
Node_SetPosition(camera,80,80,-600);
Scene_AddSkyBox(
'../../media/irrlicht2_up.jpg',
'../../media/irrlicht2_dn.jpg',
'../../media/irrlicht2_lf.jpg',
'../../media/irrlicht2_rt.jpg',
'../../media/irrlicht2_ft.jpg',
'../../media/irrlicht2_bk.jpg');


mesh:=Scene_AddMesh('../../media/room.3ds');
Mesh_MakePlanarTextureMapping(mesh,0.008);
room:=Scene_AddOctTreeSceneNode(mesh);
Node_SetMaterialTexture(room,0,'../../media/wall.jpg');
Node_SetSpecularColor(room,Color(0,0,0,0),0);





meshhil:=Scene_AddHillPlaneMesh( 'myHill',20,20,40,40,0,4,4,10,10);
water:=Scene_AddWaterSurface(meshhil,vect(0,7,0),Z EROVECT,ADDVECT,3.0,300.0,30.0);
Node_SetMaterialTexture(water,0,'../../media/stones.jpg');
Node_SetMaterialTexture(water,1,'../../media/water.jpg');
Node_SetMaterialType(water,EMT_REFLECTION_2_LAYER) ;


Light:=Scene_AddLight(1200.0,ZEROVECT,color(256,25 6,200,255));
anim:=Scene_CreateFlyCircleAnimator(vect(0,150,0), vect(0,1,0),250,0.001);
Node_AddAnimator(light,anim);

bill:=Scene_AddBillboard(50,50,ZEROVECT,CWHITE,lig ht);
Node_SetMaterialTexture(bill,0,'../../media/particlewhite.bmp');
Node_SetMaterialFlag(bill,EMF_LIGHTING,false);
Node_SetMaterialType(bill,EMT_TRANSPARENT_ADD_COLO R);


meshmodel:=Scene_AddMesh('../../media/dwarf.x');
model:=Scene_AddNodFromMesh(meshmodel,vect(-120,-10,-140),ZEROVECT,vect(2,2,2));
Anim_SetAnimationSpeed(model,150);
Node_SetMaterialFlag(model,EMF_NORMALIZE_NORMALS,t rue);
Node_AddShadowVolume(model);
Scene_SetShadowColor(color(150,0,0,0));
Node_AddShadowVolume(model);




//ps:=Scene_AddParticleSystem(vect(-70,60,40),ZEROVECT,vect(2,2,2),false,model);

ps:=Scene_AddParticleSystem(vect(0,0,0),ZEROVECT,v ect(1,1,1),false,model);

Par_SetParticleSize(ps,20,20);

{Par_AddBoxEmitter(ps,-7,0,-7,7,1,7,vect(0,0.06,0),

color(0,255,255,255),

color(0,255,255,255),80,100,800,2000);



}

Par_AddAnimatedMeshEmitter(ps,model,ZEROVECT,color (0,255,255,255),color(0,255,255,255));

//Par_AddCylinderEmitter(ps,ZEROVECT,20,vect(0,0,0), 2,vect(0,0.03,0),color(0,255,255,255),color(0,255, 255,255));

//Par_AddPointEmitter(ps,vect(0,0.03,0),color(0,255, 255,255),color(0,255,255,255));

//Par_AddRingEmitter(ps,vect(0,0,0),2,2,vect(0,0.03, 0),color(0,255,255,255),color(0,255,255,255));

//Par_AddSphereEmitter(ps,vect(0,0,0),6,vect(0,0.03, 0),color(0,255,255,255),color(0,255,255,255));


//Par_AddFadeOutParticleAffector(ps);

//Par_AddAttractionParticleAffector(ps,vect(100,10,0 ),100,true,false,true,false);

//Par_AddGravityAffector(ps,vect(0,0.03,0));

Par_AddRotationAffector(ps,vect(5.0,5.0,5.0),vect( 0,0,0));


Node_SetMaterialTexture(ps,0,'../../media/fire.bmp');

Node_SetMaterialFlag(ps,EMF_LIGHTING,false);
Node_SetMaterialFlag(ps,EMF_ZWRITE_ENABLE,false);
Node_SetMaterialType(ps,EMT_TRANSPARENT_VERTEX_ALP HA);


Scene_AddRealisticWater('../../media/waterbump.dds',




while (Device_Run) and (not finished) do
begin
Device_GetEvents(EEvents);


Render_BeginScene(true,true,0,0,0);
Scene_DrawAll;
Texture_DrawD2ImageColor(texture,800-89,600-32,0,0,88,31,color(255,255,255,255),false);
Render_EndScene;

if EEvents.loopKeyInput.Key=27 then finished:=true;
end;

Device_Stop;
Set8087CW(Save8087CW);

end.

detvog
06-03-2008, 06:14 AM
Hmmm...

do have a new wrapper-version.


I do not found Par_SetParticleSize() ect. in your wrapper ?

Maybe i am blind ?

djoker
06-03-2008, 08:47 PM
Hmmm...

do have a new wrapper-version.


I do not found Par_SetParticleSize() ect. in your wrapper ?

Maybe i am blind ?

mi bad :oops:

look the new download

detvog
07-03-2008, 05:42 AM
Ahhh...i am not blind, great. :wink:

Thanks for the new download. :D
I like your wrapper. :lol:

detvog
07-03-2008, 05:43 AM
Ahhh...i am not blind, great. :wink:

Thanks for the new download. :D
I like your wrapper. :lol:

pstudio
07-03-2008, 02:00 PM
It's good even though the OOP is lost.

However, am I the only one who gets warnings from my antivirus program when running the compiled demos?

lordzero
07-03-2008, 04:04 PM
hello

can I use directx or opengl with your wrapper?

Greetings Miguel Andrade from Brazil

djoker
07-03-2008, 07:27 PM
hello

can I use directx or opengl with your wrapper?

Greetings Miguel Andrade from Brazil

sim claro depende da drive k escolheres

dx9
Device_Init(EDT_DIRECT3D9,800,600,32,false,false,t rue);

dx8
Device_Init(EDT_DIRECT3D8,800,600,32,false,false,t rue);

opengl
Device_Init(EDT_OPENGL,800,600,32,false,false,true );

chronozphere
07-03-2008, 07:28 PM
Irrlicht is a complete game engine. It is build on top of DX or OpenGL. I just read on the site that it's possible to use either one of them as core 3D API (or a software renderer). I don't think you will need specific OpenGL/DX calls when you are working with Irrlicht. It works transparent so you are working with Irrlicht and NOT with OpenAL or DirectX. ;)

djoker
07-03-2008, 07:31 PM
It's good even though the OOP is lost.

However, am I the only one who gets warnings from my antivirus program when running the compiled demos?

you can create OPP with this api ;)

djoker
07-03-2008, 08:07 PM
Irrlicht is a complete game engine. It is build on top of DX or OpenGL. I just read on the site that it's possible to use either one of them as core 3D API (or a software renderer). I don't think you will need specific OpenGL/DX calls when you are working with Irrlicht. It works transparent so you are working with Irrlicht and NOT with OpenAL or DirectX. ;)

nop.. you need specify the device gl,dx8 or dx9

lordzero
07-03-2008, 08:18 PM
voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...

arthurprs
07-03-2008, 08:26 PM
voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...

usa a phoenix http://www.phoenixlib.net

pra 2d acho que ?© melhor em todos os sentidos


edit: achei isso http://irrlicht.sourceforge.net/tut006.html

--

use phoenix http://www.phoenixlib.net

its better for 2d


edit: i found that http://irrlicht.sourceforge.net/tut006.html

lordzero
08-03-2008, 03:22 AM
voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...

usa a phoenix http://www.phoenixlib.net

pra 2d acho que ?© melhor em todos os sentidos


edit: achei isso http://irrlicht.sourceforge.net/tut006.html

--

use phoenix http://www.phoenixlib.net

its better for 2d


edit: i found that http://irrlicht.sourceforge.net/tut006.html

valeu ae pelos links... phoenix eu j?° conhecia........

arthurprs
08-03-2008, 03:43 AM
[quote="lordzero"]voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...

usa a phoenix http://www.phoenixlib.net

pra 2d acho que ?© melhor em todos os sentidos


edit: achei isso http://irrlicht.sourceforge.net/tut006.html

--

use phoenix http://www.phoenixlib.net

its better for 2d


edit: i found that http://irrlicht.sourceforge.net/tut006.html

valeu ae pelos ]

pois eh, pra 2d creio que seja uma das melhores, se n?£o a melhor.

detvog
08-03-2008, 06:55 AM
djoker

can you make a update with proc/func that i
can prog 'render to texture' ? :roll:



in irrlicht is 'driver->createRenderTargetTexture....'
driver->setRenderTarget.....

djoker
08-03-2008, 07:18 AM
djoker

can you make a update with proc/func that i
can prog 'render to texture' ? :roll:



in irrlicht is 'driver->createRenderTargetTexture....'
driver->setRenderTarget.....
i'm working ;)

djoker
08-03-2008, 07:19 AM
voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...
olha pk na trabalhars com directx puro??

?© bem simples e rapido
se quiseres tenho os meus motores 2d

detvog
08-03-2008, 10:06 AM
I think you make your wrapper in c++.
At time i have work on a wrapper for irrlicht 1.3.1 but i have a problem
with the KeyEvent.

/* ////////////////////////////////////////////////////////////////////////////
INPUT EVENT OPERATIONS
*/
/* ----------------------------------------------------------------------------
determine if a key event is available return true if one is
*/
bool DLL_EXPORT IrrKeyEventAvailable( void )
{
return ( uiReadKeyEvent != uiWriteKeyEvent );
}

/* ----------------------------------------------------------------------------
read the oldest key event in the buffer
*/
ARCHIVED_KEY_EVENT *DLL_EXPORT IrrReadKeyEvent( void )
{
ARCHIVED_KEY_EVENT *report;

// if there are any events evailable
if ( uiReadKeyEvent != uiWriteKeyEvent )
{
// return the oldest event
report = &archivekey[uiReadKeyEvent];

// consume the event and if we exceed the buffer
if ( ++uiReadKeyEvent >= MAX_ARCHIVED_EVENTS )
// roll back to the start
uiReadKeyEvent = 0;
}
else
// there are no events available return a blank object
report = &keyblank;

return report;
}



I have a problem to wrap this 2 functions to delphi.

....
KEY_EVENT = record
key :integer;
direction :integer;
flags :integer;
END;
IRR_KEY_EVENT =^KEY_EVENT;
.....

function IrrKeyEventAvailable():integer; cdecl ;external IRR_DLL;
(This do not work. IrrKeyEventAvailable() always is 0)

function IrrReadKeyEvent():Irr_KEY_EVENT; cdecl ;external IRR_DLL;

Can you help me ?

Ps: I'am not a c++ programer and my english is :oops:

djoker
08-03-2008, 12:23 PM
djoker

can you make a update with proc/func that i
can prog 'render to texture' ? :roll:



in irrlicht is 'driver->createRenderTargetTexture....'
driver->setRenderTarget.....

http://img356.imageshack.us/img356/8980/render2texturekg8.th.jpg (http://img356.imageshack.us/my.php?image=render2texturekg8.jpg)




program render2texture;

{$APPTYPE CONSOLE}

uses
SysUtils,dialogs,
IRRLICHT in 'IRRLICHT.pas';



var
but0,but:IGUI;
font:IFont;
texture:ITexture;
fixedCam,fairy,cube,fpscamera:ISceneNode;
mesh:IAnimatedMesh;
rot:IAnimator;

finished:boolean=false;
EEvents:TEngineEvents;

Save8087CW: Word;



begin

Save8087CW := Get8087CW;
Set8087CW($133F);

Device_Init(EDT_DIRECT3D9,640,480,16,false,false,f alse);
Render_SetResizeAble(true);
Device_SetWindowCaption('IRRLICHT 4 Delphi');
Render_SetDebug(true,true);
Device_SetCursorVisible(true);






fpscamera:=Scene_AddFPSCamera;
Node_SetPosition(fpscamera,-50,50,-150);

mesh:=Scene_AddMesh('../../media/faerie.md2');
fairy:=Scene_AddNodFromMesh(mesh,vect(-10,0,-100),ZEROVECT,ADDVECT);
Node_SetMaterialTexture(fairy,0, '../../media/faerie2.bmp');
Anim_SetMD2Animation(fairy,EMAT_STAND);


rot:=Scene_CreateRotationAnimator(vect(0.3,0.3,0)) ;
cube:=Scene_AddCube(60,vect(-100,0,-100),ZEROVECT,ADDVECT);
Node_AddAnimator(cube,rot);
Node_SetMaterialFlag(cube,EMF_LIGHTING,false);

Scene_AddLight(100,vect(-15,5,-105),color(255,255,255,255));
Scene_SetAmbientLight(color(0,60,60,60));


texture:=Texture_CreateRenderTargetTexture(256,256 );
Node_SetMaterialTextureEx(cube,0,texture);
fixedCam:=Scene_AddCamera(10,10,-80,-10,10,-100);


while (Device_Run) and (not finished) do
begin
Device_GetEvents(EEvents);


Render_BeginScene(true,true,0,0,0);

Render_SetRenderTarge(texture,color(0,0,0,255));

Node_SetVisible(cube,false);
Scene_SetActiveCamera(fixedCam);



Scene_DrawAll;

Render_SetRenderTarge(nil,CBlack);
Node_SetVisible(cube,true);
Scene_SetActiveCamera(fpscamera);

Scene_DrawAll;

Render_EndScene;


if EEvents.loopKeyInput.Key=27 then finished:=true;
end;
Texture_Free(texture);
Device_Stop;

Set8087CW(Save8087CW);

end.

djoker
08-03-2008, 12:27 PM
I think you make your wrapper in c++.
At time i have work on a wrapper for irrlicht 1.3.1 but i have a problem
with the KeyEvent.

/* ////////////////////////////////////////////////////////////////////////////
INPUT EVENT OPERATIONS
*/
/* ----------------------------------------------------------------------------
determine if a key event is available return true if one is
*/
bool DLL_EXPORT IrrKeyEventAvailable( void )
{
return ( uiReadKeyEvent != uiWriteKeyEvent );
}

/* ----------------------------------------------------------------------------
read the oldest key event in the buffer
*/
ARCHIVED_KEY_EVENT *DLL_EXPORT IrrReadKeyEvent( void )
{
ARCHIVED_KEY_EVENT *report;

// if there are any events evailable
if ( uiReadKeyEvent != uiWriteKeyEvent )
{
// return the oldest event
report = &archivekey[uiReadKeyEvent];

// consume the event and if we exceed the buffer
if ( ++uiReadKeyEvent >= MAX_ARCHIVED_EVENTS )
// roll back to the start
uiReadKeyEvent = 0;
}
else
// there are no events available return a blank object
report = &keyblank;

return report;
}



I have a problem to wrap this 2 functions to delphi.

....
KEY_EVENT = record
key :integer;
direction :integer;
flags :integer;
END;
IRR_KEY_EVENT =^KEY_EVENT;
.....

function IrrKeyEventAvailable():integer; cdecl ;external IRR_DLL;
(This do not work. IrrKeyEventAvailable() always is 0)

function IrrReadKeyEvent():Irr_KEY_EVENT; cdecl ;external IRR_DLL;

Can you help me ?

Ps: I'am not a c++ programer and my english is :oops:


you have the event???





virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT)
{
s32 id = event.GUIEvent.Caller->getID();
IGUIEnvironment* env = device->getGUIEnvironment();
EngineEvents.GuiEvents.GuiType=event.GUIEvent.Even tType;
EngineEvents.GuiEvents.GuiID=id;
return true;
// event.GUIEvent.Element

}

if (event.EventType == irr::EET_KEY_INPUT_EVENT)
{
EngineEvents.loopKeyInput=event.KeyInput;
if (KeysEvent) KeysEvent(event.KeyInput);
return false;
}
if (event.EventType == EET_MOUSE_INPUT_EVENT)
{
EngineEvents.loopMouseInput=event.MouseInput;
if (MouseEvent) MouseEvent(event.MouseInput);
return false;
}

return false;
}


};


EventReceiver* receiver=new(EventReceiver);
device->setEventReceiver(receiver);

detvog
08-03-2008, 01:11 PM
Thanks for your work. You are great.

At time the download link is no ok for me.
I can not download the update from your link
(Server not found ??)

Can you me send the update of the wrapper ?

email: det@vollbio.de

for irrlicht1.3.1 i have work with the wrapper from freebasic
http://www.freebasic.net/forum/viewtopic.php?t=3584

i think the event is given.

lordzero
08-03-2008, 02:02 PM
voc?™ possui exemplos de jogos 2D e GUI?

se tiver isso seria ??timo...
olha pk na trabalhars com directx puro??

?© bem simples e rapido
se quiseres tenho os meus motores 2d

ent?£o com directx puro eu tenho intersse tamb?©m..

se puder me passar eu te agrade?ßo.. eu j?° tentei fazer algo no passado... mas n?£o consegui resolver o problema do lost device e rotacionar sprites usando vertex buffer...

voc?™ poderia compartilhar?

lordzero
08-03-2008, 02:28 PM
other quetion...

you know irrKlang?

you have plans to port this to pascal? I want something free and better of Bass.....

this seems very very good but i never tried use...

irrKlang's current features are:

Plays multiple file formats, .WAV, .MP3, .OGG, .MOD, .XM, .IT, .S3M...
Buffered and streamed audio playback, in 2D and 3D.
irrKlang is platform independent: irrKlang runs on several operating systems including Windows 95, 98, NT, 2000, XP, Vista, Linux, Mac OS X (Intel as well as Power PC).
High level resource management and autodetection: The engine can do everything for you. Just tell it to play a sound file, and it will load, cache and/or stream sound data for you automaticly, depending on what is best for performance and memory usage. But if you want to specify how the engine should handle this, you can do this as well.
Sophisticated 3D sound engine designed to be used in games.
Extendable: Possibility to write own file format readers/decoders to extend the engine with it.
Sound effects such as the doppler effect for 3D sounds or 2D effects like echo, reverb, distortion, flanger and more.
Exact seeking and position retrieval in streams and buffered sounds.
Plugin System: Simply copy external created plugins to the place where irrKlang is being used and extend its functionality with it.
Works with multiple compilers including Microsofts VisualStudio 6.0‚Ñ¢, VisualStudio.NET 7.0 - 8.0‚Ñ¢, and with g++3.2 - 4.0, also with support for Code::Blocks and XCode.
Multi/Singlethreaded modes: The engine can run both multithreaded or singlethreaded in the same thread as your application, to make it possible to debug your application easier for example.
Low level audio output manipulation: Possibility to alter any aspect of a playing sound like panning, volume and 3d position.
Sound event call backs.
File reading functionality can be overwritten by the user, of course, making it possible to let irrKlang read from own file archives for example.

arthurprs
08-03-2008, 02:48 PM
other quetion...

you know irrKlang?

you have plans to port this to pascal? I want something free and better of Bass.....

this seems very very good but i never tried use...

irrKlang's current features are:

Plays multiple file formats, .WAV, .MP3, .OGG, .MOD, .XM, .IT, .S3M...
Buffered and streamed audio playback, in 2D and 3D.
irrKlang is platform independent: irrKlang runs on several operating systems including Windows 95, 98, NT, 2000, XP, Vista, Linux, Mac OS X (Intel as well as Power PC).
High level resource management and autodetection: The engine can do everything for you. Just tell it to play a sound file, and it will load, cache and/or stream sound data for you automaticly, depending on what is best for performance and memory usage. But if you want to specify how the engine should handle this, you can do this as well.
Sophisticated 3D sound engine designed to be used in games.
Extendable: Possibility to write own file format readers/decoders to extend the engine with it.
Sound effects such as the doppler effect for 3D sounds or 2D effects like echo, reverb, distortion, flanger and more.
Exact seeking and position retrieval in streams and buffered sounds.
Plugin System: Simply copy external created plugins to the place where irrKlang is being used and extend its functionality with it.
Works with multiple compilers including Microsofts VisualStudio 6.0‚Ñ¢, VisualStudio.NET 7.0 - 8.0‚Ñ¢, and with g++3.2 - 4.0, also with support for Code::Blocks and XCode.
Multi/Singlethreaded modes: The engine can run both multithreaded or singlethreaded in the same thread as your application, to make it possible to debug your application easier for example.
Low level audio output manipulation: Possibility to alter any aspect of a playing sound like panning, volume and 3d position.
Sound event call backs.
File reading functionality can be overwritten by the user, of course, making it possible to let irrKlang read from own file archives for example.
http://pascalgamedevelopment.com/viewtopic.php?t=4947&highlight=irrklang

i started translating it once, but i stoped and sticked with audiere or bass

detvog
08-03-2008, 03:30 PM
djoker


the downloadlink do not work :?

lordzero
08-03-2008, 05:44 PM
[quote="detvog"]djoker


the download]

i have uploaded it for here:

http://www.lordzero.co.nr/irrlicht/[Megafileupload]irrlicht.rar

is the second link avaliable in the first page...

detvog
08-03-2008, 06:01 PM
thanks lordzero. i have download it.

i think this is not the new update. :(
with texture:=Texture_CreateRenderTargetTexture
see the first side from this posts.

djoker has make a new update. :P


i have problem with the server from megafileupload.com.

i hope djoker help.



sorry for my english. :(

djoker
09-03-2008, 08:17 AM
thanks lordzero. i have download it.

i think this is not the new update. :(
with texture:=Texture_CreateRenderTargetTexture
see the first side from this posts.

djoker has make a new update. :P


i have problem with the server from megafileupload.com.

i hope djoker help.



sorry for my english. :(

http://depositfiles.com/files/4013693

sory :roll:

detvog
09-03-2008, 09:32 AM
this links works.....thanks

djoker
09-03-2008, 09:43 AM
other quetion...

you know irrKlang?

you have plans to port this to pascal? I want something free and better of Bass.....

this seems very very good but i never tried use...

irrKlang's current features are:

Plays multiple file formats, .WAV, .MP3, .OGG, .MOD, .XM, .IT, .S3M...
Buffered and streamed audio playback, in 2D and 3D.
irrKlang is platform independent: irrKlang runs on several operating systems including Windows 95, 98, NT, 2000, XP, Vista, Linux, Mac OS X (Intel as well as Power PC).
High level resource management and autodetection: The engine can do everything for you. Just tell it to play a sound file, and it will load, cache and/or stream sound data for you automaticly, depending on what is best for performance and memory usage. But if you want to specify how the engine should handle this, you can do this as well.
Sophisticated 3D sound engine designed to be used in games.
Extendable: Possibility to write own file format readers/decoders to extend the engine with it.
Sound effects such as the doppler effect for 3D sounds or 2D effects like echo, reverb, distortion, flanger and more.
Exact seeking and position retrieval in streams and buffered sounds.
Plugin System: Simply copy external created plugins to the place where irrKlang is being used and extend its functionality with it.
Works with multiple compilers including Microsofts VisualStudio 6.0‚Ñ¢, VisualStudio.NET 7.0 - 8.0‚Ñ¢, and with g++3.2 - 4.0, also with support for Code::Blocks and XCode.
Multi/Singlethreaded modes: The engine can run both multithreaded or singlethreaded in the same thread as your application, to make it possible to debug your application easier for example.
Low level audio output manipulation: Possibility to alter any aspect of a playing sound like panning, volume and 3d position.
Sound event call backs.
File reading functionality can be overwritten by the user, of course, making it possible to let irrKlang read from own file archives for example.
http://pascalgamedevelopment.com/viewtopic.php?t=4947&highlight=irrklang

i started translating it once, but i stoped and sticked with audiere or bass

olha pega esta source
http://irrlicht.piskernig.at/IrrklangWrapper0.3.rar
e convertes a api para pascal .



declare sub IrrKlangStart CDECL alias "IrrKlangStart" (byval driver as E_SOUND_OUTPUT_DRIVER, byval options as E_SOUND_ENGINE_OPTIONS)

procedure IrrKlangStart(driver:E_SOUND_OUTPUT_DRIVER;option: E_SOUND_ENGINE_OPTIONS);
cdecl external 'dllname';

so tenho tempo no fim de semana
:(

arthurprs
09-03-2008, 03:25 PM
other quetion...

you know irrKlang?

you have plans to port this to pascal? I want something free and better of Bass.....

this seems very very good but i never tried use...

irrKlang's current features are:

Plays multiple file formats, .WAV, .MP3, .OGG, .MOD, .XM, .IT, .S3M...
Buffered and streamed audio playback, in 2D and 3D.
irrKlang is platform independent: irrKlang runs on several operating systems including Windows 95, 98, NT, 2000, XP, Vista, Linux, Mac OS X (Intel as well as Power PC).
High level resource management and autodetection: The engine can do everything for you. Just tell it to play a sound file, and it will load, cache and/or stream sound data for you automaticly, depending on what is best for performance and memory usage. But if you want to specify how the engine should handle this, you can do this as well.
Sophisticated 3D sound engine designed to be used in games.
Extendable: Possibility to write own file format readers/decoders to extend the engine with it.
Sound effects such as the doppler effect for 3D sounds or 2D effects like echo, reverb, distortion, flanger and more.
Exact seeking and position retrieval in streams and buffered sounds.
Plugin System: Simply copy external created plugins to the place where irrKlang is being used and extend its functionality with it.
Works with multiple compilers including Microsofts VisualStudio 6.0‚Ñ¢, VisualStudio.NET 7.0 - 8.0‚Ñ¢, and with g++3.2 - 4.0, also with support for Code::Blocks and XCode.
Multi/Singlethreaded modes: The engine can run both multithreaded or singlethreaded in the same thread as your application, to make it possible to debug your application easier for example.
Low level audio output manipulation: Possibility to alter any aspect of a playing sound like panning, volume and 3d position.
Sound event call backs.
File reading functionality can be overwritten by the user, of course, making it possible to let irrKlang read from own file archives for example.
http://pascalgamedevelopment.com/viewtopic.php?t=4947&highlight=irrklang

i started translating it once, but i stoped and sticked with audiere or bass

olha pega esta source
http://irrlicht.piskernig.at/IrrklangWrapper0.3.rar
e convertes a api para pascal .



declare sub IrrKlangStart CDECL alias "IrrKlangStart" (byval driver as E_SOUND_OUTPUT_DRIVER, byval options as E_SOUND_ENGINE_OPTIONS)

procedure IrrKlangStart(driver:E_SOUND_OUTPUT_DRIVER;option: E_SOUND_ENGINE_OPTIONS);
cdecl external 'dllname';

so tenho tempo no fim de semana
:(
somos 2 ent?£o :(

lordzero
09-03-2008, 06:22 PM
hello can you share the link for your 2D engine?

detvog
10-03-2008, 04:33 PM
Ha, i have no problem more.

Georgy
13-03-2008, 02:12 AM
i've uploaded some of your IRRLICHT4DELPHI sources to russian game develpment site. And I see high downloading activity! Greate! =)

http://www.gamedev.ru/download/?id=6954

detvog
14-03-2008, 11:42 AM
Jupp,

My first Newton in Irrlicht4Delphi.

http://img182.imageshack.us/img182/7024/newtonbd4.th.jpg (http://img182.imageshack.us/my.php?image=newtonbd4.jpg)

djoker
14-03-2008, 08:29 PM
i've uploaded some of your IRRLICHT4DELPHI sources to russian game develpment site. And I see high downloading activity! Greate! =)

http://www.gamedev.ru/download/?id=6954

fine ;)

djoker
14-03-2008, 08:42 PM
Jupp,

My first Newton in Irrlicht4Delphi.

http://img182.imageshack.us/img182/7024/newtonbd4.th.jpg (http://img182.imageshack.us/my.php?image=newtonbd4.jpg)


im writing direct draw functions like drawcube ;)

arthurprs
15-03-2008, 02:01 AM
probably the best design should be a simulation of the C++ classes with Delphi ones using the procedual API

detvog
15-03-2008, 06:27 AM
Jupp,

My first Newton in Irrlicht4Delphi.

http://img182.imageshack.us/img182/7024/newtonbd4.th.jpg (http://img182.imageshack.us/my.php?image=newtonbd4.jpg)


im writing direct draw functions like drawcube ;)



OK.

detvog
15-03-2008, 11:16 AM
The first Level with Newton ! :D


http://img264.imageshack.us/img264/3440/newton2xt7.th.jpg (http://img264.imageshack.us/my.php?image=newton2xt7.jpg)

DJoker: Can you import the matrix function in your wrapper :?:
Irrlicht 1.4 -> ..include/matrix4.h
I think i have bugs in my matrix funtion.:?

Please write if you have a update. :roll:

PS: For Newtonworld i missing follow:

GetMeshIndices..... :!: :!:
SetMeshIndices.....

detvog
16-03-2008, 03:23 PM
Ah, the new update with matrix....great djoker :lol:

djoker
16-03-2008, 03:44 PM
Ah, the new update with matrix....great djoker :lol:

use this

Mesh_GetTriangles(Mesh_GetMesh(mesh,0),Triangles);
or
Scene_TriangleSelectorGetTriangles(selector,triang les);

you have all triangles 4 static mesh ;)

detvog
16-03-2008, 05:10 PM
Ah, the new update with matrix....great djoker :lol:

use this

Mesh_GetTriangles(Mesh_GetMesh(mesh,0),Triangles);
or
Scene_TriangleSelectorGetTriangles(selector,triang les);

you have all triangles 4 static mesh ;)



That is ok.
At time i will test it. Thanks.

detvog
17-03-2008, 05:27 PM
http://img134.imageshack.us/img134/6245/newtonxj6.th.jpg (http://img134.imageshack.us/my.php?image=newtonxj6.jpg)
upps....

detvog
17-03-2008, 05:32 PM
http://img138.imageshack.us/img138/9341/newtonid0.th.jpg (http://img138.imageshack.us/my.php?image=newtonid0.jpg)


Ha,

i think i have it. :lol:

problem relaxed

detvog
19-03-2008, 12:22 PM
DJoker.


Can you make a sample how do the key-inputs work ?

function input_keypressed(..) ect. :roll:

djoker
19-03-2008, 04:31 PM
DJoker.


Can you make a sample how do the key-inputs work ?

function input_keypressed(..) ect. :roll:

game begin
Input_Init(false);

game loop
Input_Update;
if Input_KeyReleased(KEY_escape) then finished:=true;


game end
Input_Free;

detvog
19-03-2008, 05:55 PM
DJoker.


Can you make a sample how do the key-inputs work ?

function input_keypressed(..) ect. :roll:

game begin
Input_Init(false);

game loop
Input_Update;
if Input_KeyReleased(KEY_escape) then finished:=true;


game end
Input_Free;

Aha.:idea:
That's works. Thanks :lol:

djoker
23-03-2008, 03:14 PM
[quote="lordzero"]hello can you share the ]

from my 2d engine


procedure Div_Image_DrawRotateRect(var image:DivImage;Dest,Src:TRECT;Color:dword; Angle : Single;Blendeffect:D2DEffect);
//'This sub sets up the vertices for a sprite, taking into account
//width, height, vertex color, and rotation angle
//NOTE: R, G, and B dictate the color that the sprite will be -
//1, 1, 1 is normal, lower values will colorize the vertices

//' * v1 * v3
//' |\ |
//' | \ |
//' | \ |
//' | \ |
//' | \|
//' * v0 * v2
var
Verts:array[0..3]of TDivVertex;

SurfW,
SurfH,
XCenter ,
YCenter,
XCor ,
YCor:single;
begin
if image.Texture=nil then exit;
//Width of the surface
SurfW := image.Width;
//Height of the surface
SurfH := image.Height;
//Center coordinates on screen of the sprite;
XCenter := Dest.Left + (Dest.Right - Dest.Left - 1) / 2;
YCenter := Dest.Top + (Dest.Bottom - Dest.Top - 1) / 2;

//Calculate screen coordinates of sprite, and only rotate if necessary
If Angle = 0 Then
begin
XCor := Dest.Left;
YCor := Dest.Bottom;
end Else
begin
XCor := XCenter + (Dest.Left - XCenter) * Div_Math_Sin(round(Angle*afac)) + (Dest.Bottom - YCenter) * Div_Math_Cos(round(Angle*afac));
YCor := YCenter + (Dest.Bottom - YCenter) * Div_Math_Sin(round(Angle*afac)) - (Dest.Left - XCenter) * Div_Math_Cos(round(Angle*afac));
End;

//0 - Bottom left vertex
Verts[0]:=CreateD3DTLVertex (
XCor,
YCor,
0,
1.0,
color,
Src.Left / SurfW,
(Src.Bottom + 1) / SurfH,
);

//Calculate screen coordinates of sprite, and only rotate if necessary
If Angle = 0 Then
begin
XCor := Dest.Left;
YCor := Dest.Top;
end Else
begin

XCor := XCenter + (Dest.Left - XCenter) * Div_Math_Sin(round(Angle*afac)) + (Dest.Top - YCenter) * Div_Math_Cos(round(Angle*afac));
YCor := YCenter + (Dest.Top - YCenter) * Div_Math_Sin(round(Angle*afac)) - (Dest.Left - XCenter) * Div_Math_Cos(round(Angle*afac));
End;

//1 - Top left vertex
Verts[1]:=CreateD3DTLVertex (
XCor,
YCor,
0,
1.0,
color,
Src.Left / SurfW,
Src.Top / SurfH,
);

//Calculate screen coordinates of sprite, and only rotate if necessary
If Angle = 0 Then
begin
XCor := Dest.Right;
YCor := Dest.Bottom;
end Else
begin
XCor := XCenter + (Dest.Right - XCenter) * Div_Math_Sin(round(Angle*afac)) + (Dest.Bottom - YCenter) * Div_Math_Cos(round(Angle*afac)) ;
YCor := YCenter + (Dest.Bottom - YCenter) * Div_Math_Sin(round(Angle*afac)) - (Dest.Right - XCenter) * Div_Math_Cos(round(Angle*afac));
End;

//2 - Bottom right vertex
Verts[2]:=CreateD3DTLVertex(
XCor,
YCor,
0,
1.0,
color,
(Src.Right + 1) / SurfW,
(Src.Bottom + 1) / SurfH,
);

//Calculate screen coordinates of sprite, and only rotate if necessary
If Angle = 0 Then
begin
XCor := Dest.Right;
YCor := Dest.Top;
end Else
begin
XCor := XCenter + (Dest.Right - XCenter) * Div_Math_Sin(round(Angle*afac)) + (Dest.Top - YCenter) * Div_Math_Cos(round(Angle*afac));
YCor := YCenter + (Dest.Top - YCenter) * Div_Math_Sin(round(Angle*afac)) - (Dest.Right - XCenter) * Div_Math_Cos(round(Angle*afac));
End;

//3 - Top right vertex
Verts[3]:=CreateD3DTLVertex (
XCor,
YCor,
0,
1.0,
color,

(Src.Right + 1) / SurfW,
Src.Top / SurfH,
);


d3ddevice.SetTexture(0, image.texture);
case Blendeffect of
DEffectSolid:D2DEffectSolid;
DEffectBlend:D2DEffectBlend;
DEffectAdd:D2DEffectAdd;
DEffectSub:D2DEffectSub;
DEffectONE:D2DEffectoNE;
DEffectAdd2X:D2DEffectAdd2X;
DEffectLight:D2DEffectLight;
DEffectLightAdd:D2DEffectLightAdd;
end;




d3ddevice.SetVertexShader(VertexDef);
d3ddevice.DrawPrimitiveUp(D3DPT_TRIANGLESTRIP, 2,@verts,sizeof(TDivVertex));
d3ddevice.SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
d3ddevice.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3ddevice.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);



end;

lordzero
23-03-2008, 10:58 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...

detvog
27-03-2008, 02:10 PM
Hello DJoker,


have you a sample for irr4delphi to move and rotate a object with the keys?

(like 3rd person..):idea:









sorry for my english. :oops:

djoker
29-03-2008, 07:33 AM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

djoker
29-03-2008, 12:38 PM
Hello DJoker,


have you a sample for irr4delphi to move and rotate a object with the keys?

(like 3rd person..):idea:








sorry for my english. :oops:
new procedure
Camera_FollowingNode(Camera,TargetNode:ISceneNode; Distance,AltitudeCamera,AngleUp:single);

lordzero
29-03-2008, 03:27 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

djoker
29-03-2008, 07:49 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

nao loool

olha isto ?© de 1 dll k vem no directx para visual basic eu importei por activex
e mudei algumas partes
assim ne tens k andar com dlls do directx ;)

lordzero
29-03-2008, 09:33 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

nao loool

olha isto ?© de 1 dll k vem no directx para visual basic eu importei por activex
e mudei algumas partes
assim ne tens k andar com dlls do directx ;)

legal sua ideia de descartar a dll do directx...

no caso se eu for usar pra uma engine 2D eu teria q descartar a fun?ß?£o D3DXCreateTextureFromFile,

existiria alguma maneira de carregar uma textura sem ser com essa fun?ß?£o?

djoker
29-03-2008, 10:08 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

nao loool

olha isto ?© de 1 dll k vem no directx para visual basic eu importei por activex
e mudei algumas partes
assim ne tens k andar com dlls do directx ;)

legal sua ideia de descartar a dll do directx...

no caso se eu for usar pra uma engine 2D eu teria q descartar a fun?ß?£o D3DXCreateTextureFromFile,

existiria alguma maneira de carregar uma textura sem ser com essa fun?ß?£o?

sim claro mas leva muito codigo de directx puro...
aki no forum axo k tens uma lib de imagens k carrega logo pa dx

lordzero
29-03-2008, 11:42 PM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

nao loool

olha isto ?© de 1 dll k vem no directx para visual basic eu importei por activex
e mudei algumas partes
assim ne tens k andar com dlls do directx ;)

legal sua ideia de descartar a dll do directx...

no caso se eu for usar pra uma engine 2D eu teria q descartar a fun?ß?£o D3DXCreateTextureFromFile,

existiria alguma maneira de carregar uma textura sem ser com essa fun?ß?£o?

sim claro mas leva muito codigo de directx puro...
aki no forum axo k tens uma lib de imagens k carrega logo pa dx

vc saberia dizer o nome dela? outra coisa daria erro no lostdevice com isso.. teria como armazen?°-la no managed pool? ou teria q recriar sempre com este sistema.

se puder responder essa ficarei satisfeito n?£o vou postar mais off topic nessa thread.

//----------------------------------------------------------------------------------
if you can answer this question i'm satisfied and i wont post more off topic questions on this thread.

thanks in advance

djoker
30-03-2008, 06:53 AM
falae djoker

obrigado adiantado pelo seu codigo,

te mandei uma private se puder checar e responder depois eu te agrade?ßo

falou amigo lusitano...


codei este demo pra ti ?© simples mas axo k da pa po k keres

http://depositfiles.com/files/4404935

muito obrigado, parece perfeito para os meus estudos, valeu :)

s?? uma pergunta.. estou usando directx9 com os headers do clootie...

vc desenvolvou seus pr??prios headers?

nao loool

olha isto ?© de 1 dll k vem no directx para visual basic eu importei por activex
e mudei algumas partes
assim ne tens k andar com dlls do directx ;)

legal sua ideia de descartar a dll do directx...

no caso se eu for usar pra uma engine 2D eu teria q descartar a fun?ß?£o D3DXCreateTextureFromFile,

existiria alguma maneira de carregar uma textura sem ser com essa fun?ß?£o?

sim claro mas leva muito codigo de directx puro...
aki no forum axo k tens uma lib de imagens k carrega logo pa dx

vc saberia dizer o nome dela? outra coisa daria erro no lostdevice com isso.. teria como armazen?°-la no managed pool? ou teria q recriar sempre com este sistema.

se puder responder essa ficarei satisfeito n?£o vou postar mais off topic nessa thread.

//----------------------------------------------------------------------------------
if you can answer this question i'm satisfied and i wont post more off topic questions on this thread.

thanks in advance

http://www.pascalgamedevelopment.com/viewtopic.php?t=4627&start=0&postdays=0&postorder=asc&highlight=pascal+image
http://imaginglib.sourceforge.net/

lordzero
30-03-2008, 02:46 PM
thanks

detvog
10-04-2008, 11:38 AM
Hi djoker,


can you import a func to load irr-files ? (irredit)

:roll:

a import of 'node->getMaterial(..).getTextureMatrix(..)' are missing.

djoker
02-05-2008, 05:53 AM
Hi djoker,


can you import a func to load irr-files ? (irredit)

:roll:

a import of 'node->getMaterial(..).getTextureMatrix(..)' are missing.


procedure Node_SetTextureMatrix(node:ISceneNode;const matrix:CMatrix4;index:integer);cdecl ;external IRR_DLL;
procedure Node_GetTextureMatrix(node:ISceneNode;const matrix:CMatrix4;MaterialIndex,TextureLayerindex:in teger);cdecl ;external IRR_DLL;
procedure Scene_LoadIrr(const filename:pchar);cdecl ;external IRR_DLL;


sorry the delay... i working on the engine wen i have time i will update
;)

dude your site is great ;)
why you don't have links for the downloads :(

detvog
02-05-2008, 08:48 AM
[quote="djoker"][quote="detvog"]Hi djoker,



sorry the delay... i working on the engine wen i have time i will update
;)

dude your site is great ;)
why you don't have ]



Thanks.
I have no downloads, while this are little samples from my work.
Maybe i make any downloads.

DJoker: Please do not forget this for irr files:

GetSceneNodeFromId
GetSceneNodeFromName


Sorry, my english...

djoker
04-05-2008, 09:20 AM
[quote="djoker"][quote="detvog"]Hi djoker,



sorry the delay... i working on the engine wen i have time i will update
;)

dude your site is great ;)
why you don't have ]



Thanks.
I have no downloads, while this are little samples from my work.
Maybe i make any downloads.

DJoker: Please do not forget this for irr files:

GetSceneNodeFromId
GetSceneNodeFromName


Sorry, my english...



your which is my command :D

procedure Scene_LoadIrr(const filename:pchar);cdecl ;external IRR_DLL;
procedure Scene_SaveIrr(const filename:pchar);cdecl ;external IRR_DLL;
function Scene_GetNodeFromId (id:integer;start:ISceneNode=nil):ISceneNode;cdecl ;external IRR_DLL;
function Scene_GetNodeFromName(const name:pchar;start:ISceneNode=nil):ISceneNode;cdecl ;external IRR_DLL;

ps:why you don't have the downloads???
I liked to see (DeleEd-Loder Octree)
i think you have her good code for leaning ;)

ps:i think you are the only one programming whit irr4Delphi :(

:D

detvog
04-05-2008, 11:04 AM
[quote="detvog"][quote="djoker"][quote="detvog"]Hi djoker,



ps:why you don't have the downloads???
I liked to see (DeleEd-Loder Octree)
i think you have her good code for leaning ;)
When i have time i will make any downloads on my site

ps:i think you are the only one programming whit irr4Delphi :
I think too ! (

:D

Thanks DJoker. You are great. I like your wrapper and i like delphi.
I think many people progs irrlicht in c++.


your sdk download is broken !

djoker
04-05-2008, 12:38 PM
[quote="detvog"][quote="djoker"][quote="detvog"]Hi djoker,



ps:why you don't have the downloads???
I liked to see (DeleEd-Loder Octree)
i think you have her good code for leaning ;)
When i have time i will make any downloads on my site

ps:i think you are the only one programming whit irr4Delphi :
I think too ! (

:D

Thanks DJoker. You are great. I like your wrapper and i like delphi.
I think many people progs irrlicht in c++.


your sdk download is broken !

download just the update and punt in the old sdk

detvog
05-05-2008, 08:43 AM
Hi, the irr-loader works good. Thanks

What is with the proc/func for a plane in your dll ?

Plane_Draw,Plane_DrawFan, Plan_Init........
Have you a declaration for this ?

The Shader func/-proc looks very interested too.

djoker
06-05-2008, 05:51 AM
Hi, the irr-loader works good. Thanks

What is with the proc/func for a plane in your dll ?

Plane_Draw,Plane_DrawFan, Plan_Init........
Have you a declaration for this ?

The Shader func/-proc looks very interested too.
Plane_Draw,Plane_DrawFan, Plan_Init. yes...
i make a flat plane with tiles ,but i don't like the final results,
use the land tiles is perfect and you can save and load ;)

detvog
16-05-2008, 04:31 PM
Hi djoker,


i have a last wish.

can you import a ''createTextureAnimator'' method?


irrlicht 1.4 have it.

djoker
24-05-2008, 09:58 AM
Hi djoker,


i have a last wish.

can you import a ''createTextureAnimator'' method?


irrlicht 1.4 have it.

detvog ;)


http://depositfiles.com/files/5564785



var
texture:array[0..6]of ITexture;


texture[0]:=Texture_Load('media/portal1.bmp');
texture[1]:=Texture_Load('media/portal2.bmp');
texture[2]:=Texture_Load('media/portal3.bmp');
texture[3]:=Texture_Load('media/portal4.bmp');
texture[4]:=Texture_Load('media/portal5.bmp');
texture[5]:=Texture_Load('media/portal6.bmp');
texture[6]:=Texture_Load('media/portal7.bmp');
anim:=Scene_CreateTextureAnimator(6,@texture,200);

node:=Scene_AddCube(1,zerovect,zerovect,addvect);
Node_SetMaterialFlag(node,EMF_LIGHTING,false);
Node_AddAnimator(node,anim);

detvog
24-05-2008, 03:03 PM
Thanks for your great work :D


http://img408.imageshack.us/img408/3154/image3lc9.th.jpg (http://img408.imageshack.us/my.php?image=image3lc9.jpg)



http://img131.imageshack.us/img131/7890/image2vp5.th.jpg (http://img131.imageshack.us/my.php?image=image2vp5.jpg)

detvog
29-05-2008, 09:54 AM
Hi Djoker,

i have a little problem. :?

Have you maybe a sample for moving a animate model :?:
(md2 or ms3d).




Forget this post. I have it and it works. :wink:

Almindor
31-05-2008, 06:45 AM
Looks great, just needs a OOP re-wrapper.

Wanted to ask two things.

1. works with FPC? (guess it should in delphi mode/win32)
2. how much work do you think it'd be to make it work in linux too? (irrlicht is cross-platform)

djoker
31-05-2008, 06:52 PM
Looks great, just needs a OOP re-wrapper.

Wanted to ask two things.

1. works with FPC? (guess it should in delphi mode/win32)
2. how much work do you think it'd be to make it work in linux too? (irrlicht is cross-platform)

hi ;)

i think work with fpc because is just api call .
linux just on c++, or create 1 lib 4 kylix but is not my future plane

djoker
19-12-2008, 05:41 PM
Hi Djoker,

i have a little problem. :?

Have you maybe a sample for moving a animate model :?:
(md2 or ms3d).




Forget this post. I have it and it works. :wink:

detvog where are you ? :oops:

detvog
22-12-2008, 08:06 AM
I'am here....I see you have make the wrapper for irrlicht 1.5.
(Website from irrlicht)
great.

At time i will test it for me.

Sokal
13-04-2009, 06:28 PM
where the link to download? :o

ebucco
29-05-2009, 12:48 PM
Please, tell as to make a fog? And whether probably it to make? I have tried - it is impossible.
Thanks!

djoker
04-11-2009, 08:39 PM
PPL SORRY About my time but im horking on new version with irrlicht 1.6 and mix with apocalyx

loriendesign
05-11-2009, 06:17 PM
Hi djoker, glad to see you again in the forum :). And look forward to the new version of Irr4Delphi.
Why Apocalyx ? It is interesting еnginе -lua scripting and many other features but license of Apocalyx is not so liberal as to Irrlicht. Apocalyx license say "Permission to use, copy, and distribute the software and its documentation for NON-COMMERCIAL purposes and without fee is hereby granted provided that all copyright notices appear and no modification is performed." that is not so nice compared with zlib/libpng license of Irrlicht - "Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely..."