Search found 30 matches

by ledgarl
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 :)
by ledgarl
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 ()
by ledgarl
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
by ledgarl
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!
by ledgarl
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!
by ledgarl
Fri May 24, 2013 4:43 pm
Forum: Code Snippets
Topic: GuiScene
Replies: 5
Views: 1782

Re: GuiScene

cool!
look nice :)
by ledgarl
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! :)
by ledgarl
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 :)
by ledgarl
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...
by ledgarl
Mon Nov 30, 2009 6:48 pm
Forum: Game Programming
Topic: Newton2 + Irrlicht 1.6 + irrEdit
Replies: 4
Views: 3089

use this: AppSceneManager->loadScene("level.irr"); core::array<scene::ISceneNode *> nodes; AppSceneManager->getSceneNodesFromType(scene::ESNT_ANY, nodes); For (u32 i=0; i < nodes.size(); ++i){ scene::ISceneNode * node = nodes ; ... scene::IAnimatedMesh* aMesh; io::IAttributes* attributes =...
by ledgarl
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...
by ledgarl
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...
by ledgarl
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.
by ledgarl
Mon Aug 25, 2008 6:06 am
Forum: Advanced Help
Topic: Irrlicht in ActiveX plugin?
Replies: 5
Views: 991

hi I am interested about it.

Could they solve the problem?
by ledgarl
Thu Jul 17, 2008 5:06 am
Forum: Advanced Help
Topic: Problem whith the shadow
Replies: 6
Views: 1306

jejeje, thanks, and I will use shadowmaps for my game, it is the best solution. Thanks :)