Search found 165 matches

by DavidJE13
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...
by DavidJE13
Mon Feb 22, 2010 3:46 pm
Forum: Game Programming
Topic: Sound effect for games
Replies: 6
Views: 2121

soundsnap.com has good quality stuff, but I think new accounts don't get free downloads any more.
by DavidJE13
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 ...
by DavidJE13
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 ...
by DavidJE13
Sun Feb 21, 2010 3:01 pm
Forum: Advanced Help
Topic: Changing resolution in fullscreen - a possible cheat
Replies: 7
Views: 1615

most games do this in some kind of options page, which has very few objects to re-load. I don't know whether they work by re-creating the scene or not, but it's certainly possible to mimic this behaviour by deleting & re-making the device. For simple scenes the delay will be minimal. RTTs are we...
by DavidJE13
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...
by DavidJE13
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...
by DavidJE13
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() );
is probably the culprit here - I don't know for sure, but it would make sense that the viewport is setting the world matrix. Try saving the viewport to a rect just before calling this it and setting it back after.
by DavidJE13
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...
by DavidJE13
Sun Feb 14, 2010 4:34 am
Forum: Beginners Help
Topic: [fixed]object that always infront
Replies: 4
Views: 487

disable z-testing in the material and render the nodes manually after the scene is drawn, with node->render( );
You can also make the objects invisible so that they aren't rendered twice.
by DavidJE13
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...
by DavidJE13
Wed Feb 10, 2010 5:14 am
Forum: Advanced Help
Topic: HLSL draw selection(texture) on terrain
Replies: 6
Views: 1500

just clear the back buffer with a transparent colour; SColor( 0u, 0u, 0u, 0u ); and draw with EMT_TRANSPARENT_ALPHA_CHANNEL
by DavidJE13
Wed Feb 10, 2010 5:09 am
Forum: Beginners Help
Topic: Cross-platform Controller Code
Replies: 6
Views: 683

Each OS will have a different button mapping, this is an annoyance you have to live with, because of the various drivers. For example, while Andrei is right that the centre button is inaccessible to Windows, both Linux and OSX report it. They will also report the buttons & axes in a different or...
by DavidJE13
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) ...
by DavidJE13
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...