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: 54228
- Thu May 17, 2007 12:43 pm
- Forum: Code Snippets
- Topic: 4 light normalmapping for animated meshes [C++/GLSL]
- Replies: 79
- Views: 54228
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...
- Thu May 10, 2007 5:32 pm
- Forum: Code Snippets
- Topic: 4 light normalmapping for animated meshes [C++/GLSL]
- Replies: 79
- Views: 54228
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...
- Thu Apr 05, 2007 7:16 am
- Forum: Code Snippets
- Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
- Replies: 77
- Views: 50264
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 (...
- Wed Apr 04, 2007 11:29 am
- Forum: Code Snippets
- Topic: (C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
- Replies: 77
- Views: 50264
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...
- Sat Mar 31, 2007 10:54 am
- Forum: Bug reports
- Topic: OGL multiple render windows patch
- Replies: 3
- Views: 5043
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: 5043
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...