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Postby lug » Sun Oct 08, 2006 1:25 am

lug here. I've been working on a mesh viewer for irrlicht (yes, I know there's like a gazillion different one).

But I'm focusing this one more on ease of use. The meshviewer example that comes with irrlicht annoys me. So, I'm rollin' my own version.




- based on meshviewer example
- uses windows forms (vc++ .net) for GUI (requires .net 2.0 runtime)
- uses irrlicht .net (duh!)
- drag-and-drop mesh load
- coded in managed c++
- uses multiple threads (one for GUI and one for irrlicht)
- planned x64 (64-bit) native version as well as 32-bit
- planned to add OpenMP for multi-core support

Okay, it's an excuse to try out window forms/x64/multi-core programming...are you happy now? :P

More pics (sourceforge was down at the time):




Last edited by lug on Mon Oct 09, 2006 9:26 pm, edited 1 time in total.
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Postby TheGameMaker » Mon Oct 09, 2006 8:52 am

nice... it seams like you can load more than one mesh??
is it posiible, to have one mesh with one shader and another with a second shader??
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Postby lug » Mon Oct 09, 2006 9:27 pm

[quote="TheGameMaker"]nice... it seams like you can load more than one mesh??
is it posiible, to have one mesh with one shader and another with a second shader??[/quote]

Hmmm...hadn't thought about that. I'll keep that in mind.
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Postby lug » Wed Oct 11, 2006 12:20 am

new pics:




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Postby lug » Thu Oct 12, 2006 2:06 am

new video of irrShowMesh in action!

flash version (too small for my taste):


or download full version from rapidshare (6193 KB): ... o.wmv.html
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Postby lug » Tue Oct 17, 2006 6:12 pm

Added sleep to irrlicht thread to allow user to adjust the performance of the irrlicht thread. It defaults to 65 ms. That seems to be the optimal number. Without sleep, the irrlicht thread would eat up 20-40% of the cpu time. When set to 65 ms, it only took up 2-4 % of cpu time with acceptable slowdown.


Code: Select all
   extern "C" void Sleep(long dwMilliseconds);


          while(device->Run() && !bgwIrrlichtThread->CancellationPending)
             // sleep (win32 unmanaged call)



I've just uploaded the x64 version for everyone to download and play with (it uses 64-bit irrlicht and 64-bit irrlicht .NET dlls):

Nothing new since last post, I'm in a 64-bit craze at the moment so I just had to update irrShowMesh to x64 version. :)

Update 2:

Okay, looks like irrShowMesh is going to be the guinea pig to test out irrPreSettings. I have it setup to run irrPreSettings first. Once the user exits irrPreSettings, irrShowMesh will run and read in the xml file that irrPreSettings wrote.

irrShowMesh uses this to setup it's irrlicht device. Although, it doesn't use all of the items in the irrPreSetting xml file, it's useful nonetheless.

irrShowMesh has it's own configuration xml file for everything else like mesh settings (wireframe, initial position, etc.) that it saves so that the next time you run irrShowMesh it remembers the previous settings.

I couldn't figure out how to use the irrlicht's IXMLReader/Writer under irrlicht .NET. So, I used MS's xml api. It's quite similar to irrlicht's xml api in useage.

Anyway, I'll see if I can get a version ready for you guys to try out with the above mentioned additions. :)

Update 3:

Download here (still x64 version):
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Postby spidEY-CRO » Sat Feb 24, 2007 10:46 pm

lug, can you please upload it again.

The link has expired.
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Postby white tiger » Sun Feb 25, 2007 11:59 am

i can't download it
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Postby IrrWHAT?! » Sat Nov 08, 2008 4:14 pm

OMG, you are using a windows-style file loading dialogue in Irrlicht. That is amazing! I didn't think that was possible, but I'm glad to see it can be done (I absolutely hate the irrlicht file loading dialogue) :)
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Postby JP » Mon Nov 10, 2008 8:33 am

Well if you're app works on Windows then you can use the Windows API to open up a Windows file dialog pretty easily, Irrlicht doesn't stop that at all.

Good little project lug, doesn't matter if there's loads of other similar projects out there, if they don't do what you want then you either need to edit theirs or make your own!
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Postby Halan » Mon Nov 10, 2008 6:22 pm

If it is written with does it work with mono too? Or wait you need Irrlicht CP for that...
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Postby sio2 » Tue Nov 11, 2008 10:27 pm

Can you handle meshes that have more than one material?
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Postby Eigen » Wed Nov 12, 2008 8:18 am

I don't think the author is still working on it. This project is from 2006. Not sure why IrrWHAT?! dug it up ..
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Postby GameDude » Sun Nov 16, 2008 4:21 am

That's pretty cool looking
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