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Sounds like it just needs a modification to GLDirect's pixel format selection code. There's insufficient info for me to know what to alter. I'd suggest you obtain the GLDirect source code and investigate.
2009-01-03 19:41:10 UTC in GLDirect
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Fix for the Quake3 shader tcMod "stretch" modifier. Seen in bounce-pads in q3dm7, for example.
2008-09-07 14:48:31 UTC in Irrlicht Engine
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Visual Studio 2008 solutions and projects for Examples and base library.
2008-09-03 20:38:59 UTC in Irrlicht Engine
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Blindside's DX9 VBO Implementation plus SiO2 performance fix. Made with SVN 1315.
2008-04-14 19:07:04 UTC in Irrlicht Engine
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sio2 registered the GLDirect project.
2007-08-09 17:05:11 UTC in GLDirect
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Related topic:
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=17984
I think what has happened is that sometime in the past Irrlicht's texture unit count was doubled from two to four, but some code was missed that should update some state for the other two texture units.
Specific examples (CD3D9Driver/CD3D8Driver):
1. ::initDriver - SetSamplerState() sets only two units
2...
2006-12-23 22:10:51 UTC in Irrlicht Engine
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Irrlicht Revision 248:
Patch for VC8 (Visual Studio 2005). Adds missing file
references to VC8 project to enable Irrlicht to compile.
2006-09-24 11:50:56 UTC in Irrlicht Engine
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A patch to add VC8 (Visual Studio 2005) solution and
project files for compiling the Irrlicht examples. A
single Solution file in examples\BuildAllExamples
contains references to all the VC8 example project
files and will build the examples "in one go".
2006-09-21 18:08:57 UTC in Irrlicht Engine
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Patch to add missing file reference to VC8 Solution
file in order for it to compile [ITriangleRenderer2.cpp].
2006-09-21 17:22:32 UTC in Irrlicht Engine
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sio2 committed patchset 22 of module Mesa-newtree to the Mesa3D CVS repository, changing 1 files.
1999-03-10 12:41:11 UTC in Mesa3D