Search found 8 matches

by coldo
Sat Dec 23, 2006 8:39 pm
Forum: Advanced Help
Topic: mip mapping with HLSL
Replies: 7
Views: 1240

Here is my code for loading terrain. terrain = smgr->addTerrainSceneNode"../../media/terrain/heightmap.bmp"); float TERR_SIZE = 280; terrain->setScale(core::vector3df(TERR_SIZE, 25.0f,TERR_SIZE)); driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); terrain->setPosition(vector3...
by coldo
Thu Dec 21, 2006 4:22 pm
Forum: Advanced Help
Topic: mip mapping with HLSL
Replies: 7
Views: 1240

I forgot to write, that it's about that I want at least linear mipmapping
and not nearest and point.
by coldo
Thu Dec 21, 2006 4:21 pm
Forum: Advanced Help
Topic: mip mapping with HLSL
Replies: 7
Views: 1240

mip mapping with HLSL

sampler2D sampTex0 : register(s0) = sampler_state { MinFilter = LINEAR; MagFilter = LINEAR; };


Why doesn't that work, when I use "register(s0)"???
I must use register(n) because otherwise it is impossible to set texture
units with textures. I need HLSL specific answer.
by coldo
Wed Dec 20, 2006 4:41 pm
Forum: Advanced Help
Topic: More than one texture to shader
Replies: 3
Views: 651

Well, it works!!!! :D

tnx so much
by coldo
Sun Dec 17, 2006 7:27 pm
Forum: Advanced Help
Topic: More than one texture to shader
Replies: 3
Views: 651

I found solution, but it works only for OpenGL, which is on my computer much slower than DirectX. int a = 0; services->setPixelShaderConstant("tex0", (const float*)&a, 1); int b = 1; services->setPixelShaderConstant("tex1", (const float*)&b, 1); int c = 2; services->setPi...
by coldo
Sun Dec 17, 2006 6:20 pm
Forum: Advanced Help
Topic: More than one texture to shader
Replies: 3
Views: 651

More than one texture to shader

How to pass more than one??

method "node->getMaterial(0).Texture2 = driver->getTexture"test.tga");"
doesn't work.
by coldo
Thu Dec 07, 2006 4:02 pm
Forum: Game Programming
Topic: irrEdit scene loading & Newton
Replies: 2
Views: 1400

irrEdit scene loading & Newton

I want to use Newton for player collision, so my collision tree needs
to grab data with getMesh() from proper IAnimatedMesh object.
How it is possible to do that if I use smgr->loadScene(...) ?
I don't want to use Irrlicht's collision system, because I also
want to implement dynamic objects.
by coldo
Wed Dec 06, 2006 9:41 pm
Forum: Game Programming
Topic: irrEdit feature request
Replies: 7
Views: 2511

irrEdit feature request

I would like to see that objects can be aligned to user-defined grid.
Not just positions, but also corners (pos + width, pos + height,...)