Search found 165 matches
- Mon Mar 08, 2010 1:03 am
- Forum: Beginners Help
- Topic: [OK] Problem with matrix
- Replies: 5
- Views: 561
have you looked at the other angles (x,z) it generates? Euler angles aren't great at defining a rotation; different values can give the same result. For example, the (0,180,0) could be done with (180,0,180) too. Also they will be looped within [0,360), hence the 360->~0. For the 250 and 140 angles I...
- Mon Feb 22, 2010 3:46 pm
- Forum: Game Programming
- Topic: Sound effect for games
- Replies: 6
- Views: 2121
- Mon Feb 22, 2010 2:27 am
- Forum: Open Discussion and Dev Announcements
- Topic: With regard the Additive blending
- Replies: 2
- Views: 1178
problem case; semi-transparent black object (maybe a screen fade) in front of an additive white object (maybe a particle); the background additive white object will not render because it sees that an object is already in front of it. Any render order will have problems when transparency is involved ...
- Sun Feb 21, 2010 4:39 pm
- Forum: Advanced Help
- Topic: How could I use a same shader attached to various nodes?
- Replies: 3
- Views: 505
From what I know, this isn't possible. You *could* create a new scenenode object and (as you mentioned) change the render function to set the material's values before rendering, but really you might as well have separate materials for each object. There isn't a huge amount of overhead from doing so ...
- Sun Feb 21, 2010 3:01 pm
- Forum: Advanced Help
- Topic: Changing resolution in fullscreen - a possible cheat
- Replies: 7
- Views: 1615
- Thu Feb 18, 2010 6:46 pm
- Forum: Project Announcements
- Topic: A simple, robust and extendible postprocessing class
- Replies: 144
- Views: 45528
Edwart; the class uses 2 possible methods to check sun visibility. Set the quality to CRUDE and it will do bounding-box checks in the direction of the sun. NORMAL (default) will check the colour at the sun. If it's above 0.9 (i.e ~240) in brightness, the sun is visible, otherwise not. Both have limi...
- Wed Feb 17, 2010 3:37 am
- Forum: Beginners Help
- Topic: Ambient lighting
- Replies: 5
- Views: 698
directional light is what you're looking for, and as Lonesome Ducky pointed out, setting it as a child of the camera will make it behave nicely (as lights usually do in 3d editing programs) if not entirely naturally. You'll also want to play with the angle it's at relative to the camera to get a nic...
- Wed Feb 17, 2010 3:28 am
- Forum: Advanced Help
- Topic: Splitscreen don't work with custom rendering
- Replies: 5
- Views: 788
Code: Select all
driver->setTransform( irr::video::ETS_WORLD, matrix4() );
- Sun Feb 14, 2010 7:41 pm
- Forum: Beginners Help
- Topic: [fixed]object that always infront
- Replies: 4
- Views: 487
node->render() will apply transformations if used after a smgr->drawAll(); call, because the transformations will still be in effect. You're right about it rendering some parts out-of-order, which could be a problem, but for simple shapes it will usually be ok (back face culling will prevent most de...
- Sun Feb 14, 2010 4:34 am
- Forum: Beginners Help
- Topic: [fixed]object that always infront
- Replies: 4
- Views: 487
- Wed Feb 10, 2010 11:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: What are the plans for Irrlicht 1.8 and further?
- Replies: 264
- Views: 50102
Post Processing; I'm a-working on it! :P What I have so far is quite light-weight, and I'm working on having it auto-optimise (for speed and memory usage). Hitting a few hurdles tho so it's slow progress. A few others seem to be working on it too. Will be interesting to see the variety of implementa...
- Wed Feb 10, 2010 5:14 am
- Forum: Advanced Help
- Topic: HLSL draw selection(texture) on terrain
- Replies: 6
- Views: 1500
- Wed Feb 10, 2010 5:09 am
- Forum: Beginners Help
- Topic: Cross-platform Controller Code
- Replies: 6
- Views: 683
- Tue Feb 09, 2010 2:17 pm
- Forum: Advanced Help
- Topic: HLSL draw selection(texture) on terrain
- Replies: 6
- Views: 1500
the resolution of the markers is dependant on the texture size you render to, and that is limited by the hardware. You usually can't get away with more than 4096x4096, which will be low quality on large terrains. (also I wouldn't recommend using such a big texture for such a small part of the game) ...
- Tue Feb 09, 2010 3:03 am
- Forum: Advanced Help
- Topic: HLSL draw selection(texture) on terrain
- Replies: 6
- Views: 1500
Although that would be possible, it will only work for a limited number of units and be quite slow. Instead you should use flat shapes just above the terrain for selection rings - create a flat surface for each unit and texture it with a ring with transparent centre and corners. By making it part of...