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Home / KTX loader for Irrlicht
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readme.txt 2012-03-21 3.7 kB
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--------- HOW TO USE THE KTX LOADER FOR IRRLICHT -------------
--------------------------------------------------------------

UPDATING IRRLICHT WITH THE KTX LOADER:

The KTX loader consist of 2 files only.  Of course there are also
4 extra files needed (GLEW) wich are already included in the download
link.

1)move the "GL" folder inside the "include" directory of Irrlicht
2)move the content of "src" inside the "source/Irrlicht/" directory
of irrlicht.

YOU DON'T HAVE to add new include folders or to link against new libraries

After that you will have the following new files:

######## LIST OF NEEDED  FILES TO BE ADDED TO IRRLICTH ######

Irrlicht/include/GL/glew.h
Irrlicht/include/GL/glew.c
Irrlicht/include/GL/glxew.h
Irrlicht/include/GL/wglew.h

Irrlicht/source/Irrlicht/CKhronosTexture.h
Irrlicht/source/Irrlicht/CKhronosTexture.cpp

##############################################################

You have just to add all those 6 files to the Irrlicht's project file
And to recompile the Irrlicht library. (Be carefull only the compile
targets that you re-compile will have KTX textures)

Since I'm under windows I have recompiled only the following target:
"Win32 - Release - Accurate Math - dll"

4) Now you have compressed textures support. Try to compile
and run the example contained in "main.cpp"





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----------- HOW TO RUN THE KTX EXAMPLE -----------------------
--------------------------------------------------------------

CREATING A NEW IRRLICHT PROJECT:

1) You have to create a new project and to add as include directories
Irrlicht/include/
Irrlicht/source/Irrlicht/

2)link with the library you have recompiled (if you have code::blocks
+mingw that library is probably libIrrlicht.dll.a)

3)setup a working directory for your project in wich you will output also
the final executable (usually that's the "bin" folder)

4)put the recompiled DLL in the working directory. (bin/Irrlicht.dll
note that you have only to move Irrlicht.dll from the "lib" folder.
You don't have to move libIrrlicht.dll.a)



TEST THE KTX LOADER:
once you have a Irrlicht project setted up and working you can test the loader

1)First of all you need a KTX file. I have included 1 compressed KTX file
in the download link (a 512x512 RGB DXT1 texture with all mipmap levels)
that you can use for that purpose. You need just to be sure to move
"exported.ktx" in your "bin" folder

2)In the zipped package I have included also a "main.cpp" file. You have just to copy-
past the code in the "main.cpp" of your newly created Irrlicht's project.

3)Compile and run. If you see a tetraeder rotating with a "lava" texture on it
you are done. It's higly improbable that a DXT1 texture will not work
on your machine since that format is supported almost by every videocard.
Anyway if something don't work, please don't be shy and signal it in the 
"Bug Report" forum (link below)



---------------------------------------------------------
Where can you find KTX file format specifications:
http://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/

my source forge page:
https://sourceforge.net/projects/fixeengine/

page for latest KTX loader version for the Irrlicht Engine:
https://sourceforge.net/projects/fixeengine/files/KTX%20loader%20for%20Irrlicht/

Bug reports(you can post anonymous reports. but you are encouraged to
login with you sourceforge account):
https://sourceforge.net/p/fixeengine/discussion/bugrep/
Source: readme.txt, updated 2012-03-21