Search found 107 matches
- Sat Mar 01, 2008 4:47 pm
- Forum: Beginners Help
- Topic: Terrain from IrrEdit
- Replies: 4
- Views: 312
- Wed Feb 27, 2008 5:13 pm
- Forum: Beginners Help
- Topic: dynamic lights
- Replies: 3
- Views: 350
- Fri Feb 22, 2008 9:25 pm
- Forum: Code Snippets
- Topic: 3rd Person Example(NEW)
- Replies: 23
- Views: 10480
- Fri Feb 22, 2008 9:20 pm
- Forum: Code Snippets
- Topic: Model follows camera-look at position
- Replies: 2
- Views: 2191
- 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...
- Fri Feb 22, 2008 1:51 am
- Forum: Beginners Help
- Topic: 3D Maze
- Replies: 7
- Views: 361
- 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
- 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...
- Sun Feb 17, 2008 11:52 pm
- Forum: Advanced Help
- Topic: Passing a texture to a vertex shader
- Replies: 11
- Views: 973
- 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 ...
- 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
- Thu Feb 07, 2008 9:25 pm
- Forum: Advanced Help
- Topic: Passing a texture to a vertex shader
- Replies: 11
- Views: 973
- 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...
- 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...
- Tue Feb 05, 2008 6:32 am
- Forum: Advanced Help
- Topic: Passing a texture to a vertex shader
- Replies: 11
- Views: 973