Search found 30 matches
- Wed Aug 14, 2013 4:55 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 244414
Re: Finally, a DirectX 10 video driver for Irrlicht
I look forward to the new version of Irrlicht with these characteristics
- Wed Aug 14, 2013 4:27 pm
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 150827
Re: xml based postprocessing framework
Well, I resolved this by calling the render method of each node affected by the occlusion before applying the occlusion and finally calling drawAll ()
- Wed Aug 14, 2013 4:19 pm
- Forum: Advanced Help
- Topic: Create invisible IAnimatedMeshSceneNode
- Replies: 5
- Views: 718
Re: Create invisible IAnimatedMeshSceneNode
thanks for the comments
I decided to apply a material type transparentAddColor,
this because I need to quickly switch on / off the visibility of the mesh
I decided to apply a material type transparentAddColor,
this because I need to quickly switch on / off the visibility of the mesh
- Wed Jul 31, 2013 1:10 am
- Forum: Advanced Help
- Topic: Create invisible IAnimatedMeshSceneNode
- Replies: 5
- Views: 718
Create invisible IAnimatedMeshSceneNode
Hello everyone! I want to create invisible IAnimatedMeshSceneNode . I can not use "node-> setInvisible" because I need to have active the child nodes (joints bones and other nodes) How I can create a invisibly node without having to disable it? I can create an Invisible material? very thank!
- Sun Jul 28, 2013 2:34 am
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 150827
Re: xml based postprocessing framework
hi,
first of all, very thank for this framework, it is very cool!
I have a problem when I apply PostProcess + Occlusion, the Occlusion is activated when I have activated PostProcess, making my scene nodes invisible.
Anyone know how I can resolve this?
thanks!
first of all, very thank for this framework, it is very cool!
I have a problem when I apply PostProcess + Occlusion, the Occlusion is activated when I have activated PostProcess, making my scene nodes invisible.
Anyone know how I can resolve this?
thanks!
- Fri May 24, 2013 4:43 pm
- Forum: Code Snippets
- Topic: GuiScene
- Replies: 5
- Views: 1782
Re: GuiScene
cool!
look nice
look nice
- Fri Jan 25, 2013 2:57 pm
- Forum: Bug reports
- Topic: ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material error
- Replies: 5
- Views: 1032
Re: ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material er
Yes, change the SColor, the alpha value of the material particles, and is now visible, but now, as you said, the particles are always rectangles or triangles.
I guess I need another material to find the results I had before.
very much for your time!
I guess I need another material to find the results I had before.
very much for your time!
- Thu Jan 24, 2013 4:39 am
- Forum: Bug reports
- Topic: ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material error
- Replies: 5
- Views: 1032
Re: ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material er
Hi, thanks for the help
but i look at the examples and did not find an example of EMT_TRANSPARENT_VERTEX_ALPHA particles. In SpecialFx example change this type of material and the same error occurred.
how to change the blend mode handling?
very thanks
but i look at the examples and did not find an example of EMT_TRANSPARENT_VERTEX_ALPHA particles. In SpecialFx example change this type of material and the same error occurred.
how to change the blend mode handling?
very thanks
- Wed Jan 23, 2013 6:19 am
- Forum: Bug reports
- Topic: ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material error
- Replies: 5
- Views: 1032
ParticleEmitter EMT_TRANSPARENT_VERTEX_ALPHA material error
hi everyone, when compiled in 1.7 it looks ok but when compiled inIrrlicht 8 my particles are invisible or missing. .............. scene::IParticleSystemSceneNode* pas = 0; vector3df pos = node->getPosition(); pas = game->smgr->addParticleSystemSceneNode(false, 0,-1,pos); scene::IParticleEmitter* em...
- Mon Nov 30, 2009 6:48 pm
- Forum: Game Programming
- Topic: Newton2 + Irrlicht 1.6 + irrEdit
- Replies: 4
- Views: 3089
- Mon Jul 20, 2009 3:56 am
- Forum: Advanced Help
- Topic: Error with ISkinnedMesh and attach object
- Replies: 2
- Views: 599
test
seems to be with how you are updating the absolute positions of the bones, seems like you are updating them after drawing each frame, not before. Hello,thanks for you answer!, I call the function animateJoints() before smgr->drawAll() and this improved. but I still have an error in the end of the v...
- Sun Jul 19, 2009 4:04 am
- Forum: Advanced Help
- Topic: Error with ISkinnedMesh and attach object
- Replies: 2
- Views: 599
Error with ISkinnedMesh and attach object
hi!, i have a error when attach an object with a ISkinnedMesh in a jointNode. The white object was attached to the shoulder of the character. Sampling error for this video: http://www.youtube.com/watch?v=6hBQP4766Cw How can I fix this? this is the code: .... mesh = (ISkinnedMesh*)game->smgr->getMesh...
- Sun May 03, 2009 5:50 pm
- Forum: Project Announcements
- Topic: new version of hazard
- Replies: 1
- Views: 1010
new version of hazard
Hello all, I uploaded a new version of Hazard, can be downloaded here:
http://hazard.hollosite.com
I hope your comments;)
Thank you.
http://hazard.hollosite.com
I hope your comments;)
Thank you.
- Mon Aug 25, 2008 6:06 am
- Forum: Advanced Help
- Topic: Irrlicht in ActiveX plugin?
- Replies: 5
- Views: 991
- Thu Jul 17, 2008 5:06 am
- Forum: Advanced Help
- Topic: Problem whith the shadow
- Replies: 6
- Views: 1306