Search found 107 matches

by Frosty Topaz
Sat Mar 01, 2008 4:47 pm
Forum: Beginners Help
Topic: Terrain from IrrEdit
Replies: 4
Views: 312

I'm pretty sure it's a terrain scene node and not a mesh. But I haven't looked at it in a while.
by Frosty Topaz
Wed Feb 27, 2008 5:13 pm
Forum: Beginners Help
Topic: dynamic lights
Replies: 3
Views: 350

If you don't need the lights to be dynamic lightmapping will be tons more efficient. What kinds of problems are you having with it?
by Frosty Topaz
Fri Feb 22, 2008 9:25 pm
Forum: Code Snippets
Topic: 3rd Person Example(NEW)
Replies: 23
Views: 10480

I don't want to seem like a jackass but writing clean, good code the first time, every time will basically always get you better results faster. Get yourself in the habit.

And for anything other than a very small project it'll actually save you work, thus maintaining your laziness.
by Frosty Topaz
Fri Feb 22, 2008 9:20 pm
Forum: Code Snippets
Topic: Model follows camera-look at position
Replies: 2
Views: 2191

Very cool. Though it took me a little bit to figure out what you're doing. (At first I thought you meant to have a node which always has the same position/rotation relative to the camera, which would make no sense whatsoever)

Could be useful for RTSs, and NWN style RPGs.
by Frosty Topaz
Fri Feb 22, 2008 2:03 am
Forum: Bug reports
Topic: [Suggested addition] ICameraSceneNode::setTargetNode()
Replies: 13
Views: 899

Also the position of the node is not always the centre, getCenter of the transformed bounding box would work better, but the centre of the node is not always the point of interest either. I would assume that the origin of the node is always the point of interest... if not you could always attach an...
by Frosty Topaz
Fri Feb 22, 2008 1:51 am
Forum: Beginners Help
Topic: 3D Maze
Replies: 7
Views: 361

If you're dead set on 3D you can still avoid having to do collision detection by just making the maze out of cubes aligned on a grid (similar to the original Wolfenstien 3D). It'll look reasonable and you can keep wall positions in a table.
by Frosty Topaz
Fri Feb 22, 2008 1:46 am
Forum: Advanced Help
Topic: How to convert PS 2.0 to 3.0 ? [edit : last post]
Replies: 5
Views: 632

SM3 has more features than SM2. I don't think there's anything in SM2 which isn't in 3 so you shouldn't have to make any changes for it to work (so long as your hardware supports SM3).

If you want details on what's changed you can probably find them in the DirectX docs on MSDN.
by Frosty Topaz
Fri Feb 22, 2008 1:40 am
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

Thanks for the reply sio2. Sadly using that just gives me an error saying that the material only has 4 slots. Oddly enough slots 0 through 4 (so a total of 5) generate no error. I think there may be some way to set that number of texture slots which I'm not doing or which is happening somewhere in I...
by Frosty Topaz
Sun Feb 17, 2008 11:52 pm
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

OK I've looked into it a bit more. It seems that DirectX wants vertex textures in particular slots (257 and higher). I modified SMaterial to load textures in those slots but I've still had no luck. If anyone has any ideas let me know I'll keep looking at it when I can.
by Frosty Topaz
Fri Feb 08, 2008 9:27 pm
Forum: Game Programming
Topic: Faking floatation/buoyancy physics
Replies: 7
Views: 4167

How about applying a damped sin function to the vertical position of the box? When it hits the surface of the water you check its vertical velocity. That gives you the initial magnitude. Play with damping values until you find one that looks good, (ie not stopping dead or bouncing way up out of the ...
by Frosty Topaz
Fri Feb 08, 2008 12:57 am
Forum: Advanced Help
Topic: 3D wolrd coordinates of the 4 corner of PC screen
Replies: 10
Views: 911

Well, since you're working in a 3D world the world coordinates of the screen's corners are actually rays. So there are infinite possibilities for each. What exactly do you need them for? Depending on why you need them there may be a good way to get them.
by Frosty Topaz
Thu Feb 07, 2008 9:25 pm
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

Thanks I'll check out Nadro's work
by Frosty Topaz
Thu Feb 07, 2008 7:37 pm
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

[Some time spent reading docs later...] Seems the texture must be a 32 bit floating point texture. I suspect I can shoehorn that into Irrlicht without tooooo much difficulty since I don't need to handle rendering them, just storing them. That said I've never dug into the video drivers and material r...
by Frosty Topaz
Thu Feb 07, 2008 5:17 pm
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

1. I only have an NVidia card. 2. Thank you, I'll look into it. 3. It's gotta be faster than passing 64K or so vertices from the CPU to the vertex buffer every frame. I'll look into Copy to Pbuffer. And if I had an ATI card I'd do R2VB. When I'm finished if you'd like to give it a try I can send you...
by Frosty Topaz
Tue Feb 05, 2008 6:32 am
Forum: Advanced Help
Topic: Passing a texture to a vertex shader
Replies: 11
Views: 973

Why would you not be able to load textures in the vertex shader? It's supported in shader model 3. And I've seen pure DirectX/HLSL examples online.

And to make sure I'm being understood this texture has nothing to do with colour. It's a height map.