SPARK open-source advanced particle engine

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Re: SPARK open-source advanced particle engine

Postby REDDemon » Sun Mar 25, 2012 8:21 pm

spark 2 is great :) also the last stable release is great (and compiles better).
OpenGL is not hard. What you have to do is just explained in specifications. What is hard is dealing with poor OpenGL implementations.
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Re: SPARK open-source advanced particle engine

Postby Darktib » Mon Mar 26, 2012 5:42 pm

@REDDemon: thx!

@RdR: please open a thread here, it will be easier for us to fix the problem.
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Re: SPARK open-source advanced particle engine

Postby qidaozhilong2 » Sun Apr 01, 2012 4:06 pm

Darktib,

Its so impressive to me.
I've test this SPARK demos on my HTC phone.
Greaaaaaaaaaaaaaaaaaaat job!
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Re: SPARK open-source advanced particle engine

Postby JuggernautIRR » Sun Jun 10, 2012 9:19 am

How do I use this spark2 particle engine from within irrlicht code ?
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Re: SPARK open-source advanced particle engine

Postby Darktib » Mon Jun 11, 2012 4:17 pm

There is a demo using Irrlicht, you just have to use the Irrlicht renderers. Download the latest sdk (SPARK1.5), or better, the latest SVN (SPARK 2), the demo is quite straightforward.
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Re: SPARK open-source advanced particle engine

Postby Granyte » Mon Jun 11, 2012 6:15 pm

Has spark been updated to work with irrlicht 1.8?
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Re: SPARK open-source advanced particle engine

Postby Darktib » Tue Jun 12, 2012 3:56 pm

The only part of SPARK that uses Irrlicht are SPK::IRR::Renderers, and they work with the latest SVN version of Irrlicht. There is still on or two graphic bugs related to transparency, but at least for one it is an Irrlicht bug.
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Re: SPARK open-source advanced particle engine

Postby Granyte » Tue Jun 12, 2012 4:28 pm

Thanks last time i chequed they changed something in the transparency rendering that fixed the transparency bug but also broke the IRR renderer.

Also on an unrelated mather would it be possible to use shaders on the particle rendered with spark in irrlicht?
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Re: SPARK open-source advanced particle engine

Postby REDDemon » Tue Jun 12, 2012 7:46 pm

yes. You can still set material with irrlicht and then render triangles with spark. I think that will work There is no shader unbinding unless irrlicht setup another material.
OpenGL is not hard. What you have to do is just explained in specifications. What is hard is dealing with poor OpenGL implementations.
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