Search found 51 matches
- Thu Dec 26, 2013 12:17 pm
- Forum: Beginners Help
- Topic: draw3dline with postprocessing?
- Replies: 2
- Views: 326
Re: draw3dline with postprocessing?
that's real, real disappointing, since I spent a ton of time trying to get that to work. You mind looking at it?
- Thu Dec 26, 2013 5:04 am
- Forum: Beginners Help
- Topic: draw3dline with postprocessing?
- Replies: 2
- Views: 326
draw3dline with postprocessing?
So I have a pretty basic issue that I'm not sure how to fix, namely that I use draw3DLine in my game because its fast and easy, and gives me the appropriate effect that I want. It works perfectly, unless I enable my postprocessing effect which is implemented through a screenquad and render targets, ...
- Thu Dec 26, 2013 4:57 am
- Forum: Beginners Help
- Topic: With lights disabled, how to draw coloured 3D lines?
- Replies: 1
- Views: 264
Re: With lights disabled, how to draw coloured 3D lines?
try setting a transformation matrix for the video driver and try SColor(255,255,0,0), so that you have alpha
- Sat Aug 17, 2013 7:57 am
- Forum: Beginners Help
- Topic: Creating multiple render passes?
- Replies: 5
- Views: 953
Re: Creating multiple render passes?
Hmm, I think I'm having a separate issue with my screenquad which is preventing me from getting the effect that I want. If I overload the OnRegisterSceneNode function, some scene nodes are no longer visible on the screen.
- Sat Aug 17, 2013 3:45 am
- Forum: Beginners Help
- Topic: Creating multiple render passes?
- Replies: 5
- Views: 953
Re: Creating multiple render passes?
smgr->beginscene(); // Pass 1 setRenderTarget(textureName); // renders the output of first pass to the texture rather than in Frame Buffrer . optional set the 1st pass shader material to the node smgr->drawAll(); // Pass 2 set the 2nd pass shader material to nodes smgr->drawAll(); // you can contin...
- Wed Aug 14, 2013 9:26 pm
- Forum: Beginners Help
- Topic: Creating multiple render passes?
- Replies: 5
- Views: 953
Creating multiple render passes?
Hey guys, I'm trying to implement a bloom shader, but in order to do that I need to do multiple passes. I have the screenquad set up properly and can do basic postprocessing, its just the multiple passes thing I'm confused with. Can anyone help walk me through setting up multiple passes in irrlicht?
- Sat Aug 03, 2013 1:51 am
- Forum: Beginners Help
- Topic: List of GAMES WITH SOURCE CODE needed
- Replies: 7
- Views: 746
Re: List of GAMES WITH SOURCE CODE needed
I'm fairly certain supertuxkart was made in irrlicht and has source code available
- Mon Apr 29, 2013 3:16 am
- Forum: Beginners Help
- Topic: C++ 2010 or 2012
- Replies: 10
- Views: 797
Re: C++ 2010 or 2012
Is there any particular reason you can't try it out right now? Irrlicht isn't exactly a huge download.
- Mon Apr 29, 2013 3:15 am
- Forum: Beginners Help
- Topic: How much C++
- Replies: 8
- Views: 941
Re: How much C++
Having a strong understanding of C++ will definitely help you a lot. You will write better code and design your program better if you understand why everything works together rather than simply being able to write code that functions.
- Thu Feb 14, 2013 5:52 pm
- Forum: Beginners Help
- Topic: Collision demo - set collision to characters
- Replies: 3
- Views: 614
Re: Collision demo - set collision to characters
I'm not really sure what the question is. You ask why the character moves down but you're setting gravity in the createCollisionResponseAnimator.
Irrlicht doesn't really have physics integrated, you should use a seperate physics library
Irrlicht doesn't really have physics integrated, you should use a seperate physics library
- Tue Nov 06, 2012 5:42 am
- Forum: Off-topic
- Topic: Oh fate is playing such a cruel trick on me...
- Replies: 10
- Views: 1836
Re: Oh fate is playing such a cruel trick on me...
Alright, so your musical interests include death metal, you enjoy video games, and you're socially awkward.
Dude.
We should totally hang out.
Dude.
We should totally hang out.
Re: tapeworm
Extreme forum makeover : Irrlicht edition
- Wed Jul 11, 2012 9:45 am
- Forum: Beginners Help
- Topic: Sending texture info to hlsl shader
- Replies: 1
- Views: 319
Sending texture info to hlsl shader
Hey, there has been a couple threads about this with glsl shaders, but not hlsl. I've heard about setting the normal map texture to another layer, but nothings really working as I would like. Can anyone tell me the exact process for this?
- Thu Jun 14, 2012 4:11 am
- Forum: Project Announcements
- Topic: Topdown mech shooter
- Replies: 10
- Views: 3636
Re: Topdown mech shooter
Mech game? I'm interested.
Are you planning on making the mechs like the how they are in MechWarrior? More realistic feeling, clunky weapons of doom, or the anime mecha style where they're really agile despite being huge hunks of metal with legs.
Are you planning on making the mechs like the how they are in MechWarrior? More realistic feeling, clunky weapons of doom, or the anime mecha style where they're really agile despite being huge hunks of metal with legs.
- Sat May 26, 2012 3:07 am
- Forum: Off-topic
- Topic: VS 11 Express and native Win32 development
- Replies: 24
- Views: 4622