Search found 7 matches

by mrcdrc
Sat May 19, 2007 7:32 am
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 53925

I guess it's the first line in here... Material mat = test.GetMaterial(0); mat.Texture1 = Driver.GetTexture("alice_d.png"); mat.Texture2 = Driver.GetTexture("alice_n.png"); mat.MaterialType = Mater.MaterialType; You work on local copy of the Material, isn't it? I'm just guessing ...
by mrcdrc
Thu May 17, 2007 12:43 pm
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 53925

One can align tangents in the pixel shader along uv axes using the built-in functions ddx, ddx (Cg) or dFdx, dFdy (GLSL). These functions alow for calculation of partial derivatives in terms of screen coordinates x and y. This way you don't need to pass neighbouring verts/uv's... I just tried that b...
by mrcdrc
Thu May 10, 2007 5:32 pm
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 53925

You definitely need to align the tangents along u and v axes, see ShaderX^5. At least this is widely accepted to give good lighting results when generating precomputed tangents. As tangent space is local to each face, and in order to get a correlation between all local texture space coordinate syste...
by mrcdrc
Thu Apr 05, 2007 7:16 am
Forum: Code Snippets
Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
Replies: 77
Views: 49883

Ok, i fixed that transformation problem just by adding a 'setRotation(vector3df(RotX, RotY, 0));' to my camera animation code. The usual behavior is to just construct a temporary rotation matrix and update camera position and target accordingly. The position of the ICameraSceneNode was updated too (...
by mrcdrc
Wed Apr 04, 2007 11:29 am
Forum: Code Snippets
Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
Replies: 77
Views: 49883

In order to get this code working with Irrlicht 1.3 i replaced OnPreRender() with the new method called OnRegisterSceneNode() (instead of OnAnimate() which actually isn't meant to be used for registering scene nodes for rendering anyways) and the code at least works. Allthough i am using my own ICam...
by mrcdrc
Sat Mar 31, 2007 10:54 am
Forum: Bug reports
Topic: OGL multiple render windows patch
Replies: 3
Views: 5026

forgot one thing

you also need to add

Code: Select all

virtual bool setRenderWindow(s32 windowId = 0) = 0;

to IVideoDriver.h around line 163.

bye
mrc
by mrcdrc
Sat Mar 31, 2007 10:48 am
Forum: Bug reports
Topic: OGL multiple render windows patch
Replies: 3
Views: 5026

OGL multiple render windows patch

Hi, for those interested, i've recently updated to Irrlicht 1.3 (svn rev 574) and therefore needed to update my patch-set. One of the patches i use deals with rendering to multiple output windows when using Open GL. Please find the patch below: diff -uBb -x .cbp Irrlicht.svn/CNullDriver.cpp Irrlicht...