about time for sydney and the fairy to get some updates ^^ but if you wait a bit longer for makehuman 1.0 Beta1 there will be a lowpoly export function. (still waiting for Alpha3 though -.-) and for the wings some simple planes with a transparent texture would look good, too. (see-through wings ...
this one is one of my favourite code snippets :wink:
I really like it, but it lacks of a frame-limitation... If i don't activate vertical sync. (constant 60fps) in my nvidia driver the guy runs with speed of light :P Since this is based on irrlicht ("licht" == "light" ^^) it's not bad and show ...
I also wanted to create something like this but a bit more complex like in the quake-engine's entities. There you have a name for every property like "target" and a value like "door". The engine then knows if you trigger that entity the target "door" is activated or rather opened.
Another thing is the core::list speed... Those list-loops are often used in IrrLicht: list<ISceneNode*>::Iterator it = Children.begin(); for (; it != Children.end(); ++it) { (*it)->doStupidThings(); }
But if there are many members in the list it's slow... I do my things with arrays :wink ...
I programmed shaders in GLSL up to now. I just started programming shaders in ARB and I wonder if it is more compatible than GLSL or is there no difference. Somewhere I read that ARB shaders even work on some GeForce 1 cards.
Is GLSL the same after it is compiled or is ARB really more ...
Hey there! I had just downloaded v1.3 and wanted to check it out :wink: But in the PerPixelLightning example I came across with some bugs, which i haven't got in v1.2. I used OpenGL. Unfortunately I can't check out if it works with DX because of my directX driver that has got some strange bugs :lol ...