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 'cause i ...
Search found 7 matches
- Sat May 19, 2007 7:32 am
- Forum: Code Snippets
- Topic: 4 light normalmapping for animated meshes [C++/GLSL]
- Replies: 79
- Views: 61113
- Thu May 17, 2007 12:43 pm
- Forum: Code Snippets
- Topic: 4 light normalmapping for animated meshes [C++/GLSL]
- Replies: 79
- Views: 61113
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 ...
This way you don't need to pass neighbouring verts/uv's...
I just tried that ...
- Thu May 10, 2007 5:32 pm
- Forum: Code Snippets
- Topic: 4 light normalmapping for animated meshes [C++/GLSL]
- Replies: 79
- Views: 61113
- Thu Apr 05, 2007 7:16 am
- Forum: Code Snippets
- Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
- Replies: 77
- Views: 67067
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 ...
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 ...
- Wed Apr 04, 2007 11:29 am
- Forum: Code Snippets
- Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
- Replies: 77
- Views: 67067
- Sat Mar 31, 2007 10:54 am
- Forum: Bug reports
- Topic: OGL multiple render windows patch
- Replies: 3
- Views: 5325
forgot one thing
you also need to add
to IVideoDriver.h around line 163.
bye
mrc
Code: Select all
virtual bool setRenderWindow(s32 windowId = 0) = 0;to IVideoDriver.h around line 163.
bye
mrc
- Sat Mar 31, 2007 10:48 am
- Forum: Bug reports
- Topic: OGL multiple render windows patch
- Replies: 3
- Views: 5325
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 ...
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 ...