Alot of uses are possible.
For example,
volumetric fog, more realistic explosions based on procedural noise.
All in all they're quite handy
Search found 15 matches
- Wed Apr 11, 2007 5:31 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Volumetric textures
- Replies: 9
- Views: 891
- Wed Apr 11, 2007 4:55 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Volumetric textures
- Replies: 9
- Views: 891
Volumetric textures
Hello. Im currently working on adding volumetric texture support into irrlicht. I'll try to get it accepted into the engine when it's completed. Biggest issue is design, all texture & image handling in irrlicht is 2d centered. The quick way is to add methods such as s32 getDepth(), as it wouldn'...
- Thu Mar 08, 2007 10:56 pm
- Forum: Advanced Help
- Topic: Carving a mesh
- Replies: 10
- Views: 1275
- Tue Dec 26, 2006 11:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for "NULL" materials
- Replies: 4
- Views: 442
node->isVisible(false); I think this shud work???? No, we're talking about selective polygons, not nodes. That is polygons with a certain material are culled in the rendering cycle. But yeah, splitting the mesh would work, mostlikely not in realtime :/ Im doing a seamless design where the entire wo...
- Tue Dec 26, 2006 6:29 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for "NULL" materials
- Replies: 4
- Views: 442
Support for "NULL" materials
Hey. Im currently building collision support into my game and i noticed the absense of a NULL material. Ok, let me explain: In certain games it's very common that you build solid collision primitives, these are only part of collision detection/handling and shouldn't be rendered. This is to keep the ...
- Fri Dec 22, 2006 3:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: animation in 2D fighting game
- Replies: 3
- Views: 554
In my game i wrote a new scenenode for animated sprites. (based on the standard billboard scenenode) Which can do frame animation, translations(x,y) since sprites have virtual depth, scaling etc. Hm maybe i should separate it from my game and write up a tutorial. Since it might be useful for more pe...
- Thu Dec 21, 2006 2:01 pm
- Forum: Bug reports
- Topic: Found two texture bugs while upgrading to irrlicht 1.2
- Replies: 2
- Views: 392
- Tue Dec 19, 2006 6:40 pm
- Forum: Bug reports
- Topic: Found two texture bugs while upgrading to irrlicht 1.2
- Replies: 2
- Views: 392
Found two texture bugs while upgrading to irrlicht 1.2
Upgrading my game to use irrlicht 1.2 and i ran into a few problems. With OpenGL, BMP textures just won't draw properly. Narrowing it down it seem that if the texture width isn't even, it will not draw as it should. Eg. 26x69 will work, but not 25x69. This seems to be related to BMP only. Quite weir...
- Thu Nov 16, 2006 8:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multithreaded Irrlicht
- Replies: 19
- Views: 2216
True forking is NOT threading, when you fork you clone the process, splitting it into two independant address spaces. vfork on the otherhand won't duplicate the memory pages and can be used, but it's not recommended. Basicly all unix systems i've come accross supports pthreads, if they are somewhat ...
- Tue Nov 14, 2006 6:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multithreaded Irrlicht
- Replies: 19
- Views: 2216
- Thu Nov 09, 2006 12:05 am
- Forum: Game Programming
- Topic: irrXML generating EXN_ELEMENT_END twice(easy fix)
- Replies: 0
- Views: 1323
irrXML generating EXN_ELEMENT_END twice(easy fix)
EDIT: There was supposedly an API function called isEmptyElement(), I didn't notice it, not enough coffee i guess, but the rootelement generating EXN_ELEMENT_END twice is still a bug! <?xml version="1.0"?> <XML> </XML> In this example, with the following code: static int begs = 0; static i...
- Sat Nov 04, 2006 6:31 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Best Engine Compare
- Replies: 25
- Views: 7362
Re: Sorry...
Irrlicht might benefit from a LGPL license. Just for info, the irrlicht license was the main reason for me to chose that engine over ogre. Not because i want to hide my changes to the engine, but simply because a lgpl licensed engine can't be used in a legal way when porting a game to game consoles...
- Fri Nov 03, 2006 7:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Windowed mode mouse clipping suggestion
- Replies: 2
- Views: 589
- Wed Nov 01, 2006 6:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Best Engine Compare
- Replies: 25
- Views: 7362
- Sun Oct 29, 2006 5:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Windowed mode mouse clipping suggestion
- Replies: 2
- Views: 589
Windowed mode mouse clipping suggestion
Hey! My suggestion is adding support for mouse confinement in windowed mode. (clipping) This isn't really an extremly important feature, normally it's ok if the mouse isn't locked to the window. It can bring some annoyment though especially in point and click games, in my case an RPG game, if you ha...