Search found 154 matches
- Tue Jul 22, 2014 8:59 pm
- Forum: Advanced Help
- Topic: cut scenes, gimbal lock even using quaternions
- Replies: 4
- Views: 825
Re: cut scenes, gimbal lock even using quaternions
ok I think this is correct: cameraDir = cameraTarget - cameraPos; cameraRot = cameraDir.getHorizontalAngles(); so now when I got the correct camera rotation when I take the snapshot, I can interpolate between these rotations using quaternions. so for given time T, I will get new rotation. but how ca...
- Tue Jul 22, 2014 8:38 pm
- Forum: Advanced Help
- Topic: cut scenes, gimbal lock even using quaternions
- Replies: 4
- Views: 825
Re: cut scenes, gimbal lock even using quaternions
oh I see, I was thinking that: cameraTarget - cameraPos = cameraRotation, but thats absolutely not truth. it is the direction of where the camera is looking so change of question :-D how to actually get camera rotation? so when I will be looking from left to right, the Y coordinate will be changing ...
- Tue Jul 22, 2014 7:59 pm
- Forum: Advanced Help
- Topic: Can't do something when the particle touches to model
- Replies: 3
- Views: 1039
Re: Can't do something when the particle touches to model
you need to add girl into triangle selector against which you are testing the ray collision
- Tue Jul 22, 2014 7:56 pm
- Forum: Advanced Help
- Topic: Shooting Projectiles
- Replies: 6
- Views: 1370
Re: Shooting Projectiles
//as you mention the 2D way, 3D has one more coordinate float bullet_x = 10; float bullet_y = 10; float bullet_z = 10; //which can be packed into vector vector3df bullet(bullet_x, bullet_y, bullet_z); //because we are now in 3D, bullet can move //every direction in 3D space. because of that //w...
- Tue Jul 22, 2014 7:48 pm
- Forum: Advanced Help
- Topic: cut scenes, gimbal lock even using quaternions
- Replies: 4
- Views: 825
cut scenes, gimbal lock even using quaternions
Hi, I want to make simple cut scenes using keyframes made of position and target of camera and interpolate between them. here is the snapshot (keyframe) structure struct SRecordedFrame { vector3df position; vector3df target; unsigned int transition_time; }; transition time is time that i...
- Tue Jun 24, 2014 8:56 pm
- Forum: Advanced Help
- Topic: more render targets vs. one MRT
- Replies: 1
- Views: 597
more render targets vs. one MRT
Hi I am making my deferred render above standard irrlicht render. I got the classic scheme of 2 render targets: first for normals and depth the second for albedo and specular then into the third texture I render point lights as spheres and in final compose shader, I combine all these textures into t...
- Sun Apr 06, 2014 4:11 pm
- Forum: Project Announcements
- Topic: Night of the Zombies [FPS game]
- Replies: 38
- Views: 25593
Re: Night of the Zombies [FPS game]
I'll fix the rapidshare link but the second one still working for me.
thanks for praise
about the graphic issue: I am not sure what is it but I've already done some radical changes in engine so I think there won't be any problems in the next release
thanks for praise
about the graphic issue: I am not sure what is it but I've already done some radical changes in engine so I think there won't be any problems in the next release
- Mon Jan 27, 2014 1:08 pm
- Forum: Project Announcements
- Topic: Night of the Zombies [FPS game]
- Replies: 38
- Views: 25593
Re: Night of the Zombies [FPS game]
checkout our site for new screenshost (HOT! )
http://kilobytegames.wz.cz/
http://kilobytegames.wz.cz/
- Thu Jan 02, 2014 11:09 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
Re: screen space decals - inverse world-view matrix problem
for those who are interested in:
if you want to make it right, you cannot use the same cube(scene node) all the time, you must provide cube with verticies, that if shader deproject these verticies to the model space, XY plane will be the one you're facing to, when you creating the decal.
if you want to make it right, you cannot use the same cube(scene node) all the time, you must provide cube with verticies, that if shader deproject these verticies to the model space, XY plane will be the one you're facing to, when you creating the decal.
- Thu Jan 02, 2014 11:02 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
Re: screen space decals - inverse world-view matrix problem
yeah I fix it! Irrlicht and everything was all right, it was my mistake. I didn't realized that if you deproject view-space position to the 2D model space (interested only in X Y, to be used as texture coordinates), you lost all transformations that you made in world-space (rotation!). and what happ...
- Mon Dec 30, 2013 7:04 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
Re: screen space decals - inverse world-view matrix problem
I've pasted my test after: smgr->drawAll() to terrain rendering irrlicht example, and in all versions the test fail :-/
- Mon Dec 30, 2013 6:42 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
Re: screen space decals - inverse world-view matrix problem
If I made the test outside game loop, it works too. it's because world, view and projection matrices are not used, they are all zeroed. but when I try it after smgr->drawAll(), in this time all matrices are corectly set by active camera, the test will fail
- Mon Dec 30, 2013 5:19 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
Re: screen space decals - inverse world-view matrix problem
ok, forget about math above, here's the code: decal.vert uniform vec3 VertexFarLeftUp; varying vec4 ScreenPos; varying vec3 FarLeftUp; varying float FarRightUpX; varying float FarLeftDownY; void main() { ScreenPos = ftransform(); gl_Position = ScreenPos; FarLeftUp = VertexFarLeftUp; ...
- Wed Dec 25, 2013 2:18 pm
- Forum: Advanced Help
- Topic: [SOLVED] screen space decals
- Replies: 11
- Views: 75866
[SOLVED] screen space decals
hello, Iam trying to implement screen space decals system. here is paper Iam using as reference: http://www.slideshare.net/blindrenderer/screen-space-decals-in-warhammer-40000-space-marine-14699854 main principle is: rasterize unit cube on the place where decal should be reconstruct view pixel posit...
- Mon Dec 02, 2013 9:02 pm
- Forum: Project Announcements
- Topic: Community Play 3D
- Replies: 23
- Views: 14489
Re: Irrlicht Game Engine
impresive! material & particle editor seems cool!