Search found 13 matches
- Sat May 24, 2008 6:25 pm
- Forum: Beginners Help
- Topic: Collision Tests on TileGrid
- Replies: 2
- Views: 394
Collision Tests on TileGrid
Hello there, I've been trying to do collision tests on a tiles attached to the SceneManager. I just migrated the tiles from square tiles to isometric tiles. However the bounding boxes for these tiles still resemble the bounding boxes for square ones. I'm not exactly sure about this but even with Tri...
- Sat Nov 24, 2007 10:42 pm
- Forum: Advanced Help
- Topic: HLSL Shaders
- Replies: 1
- Views: 511
HLSL Shaders
Hey guys, I'm new to shaders and am having a little issue with my own shader. What I'm trying to do is enable alpha transparency and If I remember correctly alpha transparency is a render state that needs to be set with the rendering API. (which kind of throws me off seeing as there only seems to be...
- Mon Jun 25, 2007 4:02 pm
- Forum: Advanced Help
- Topic: Determining Shader Constants
- Replies: 1
- Views: 311
- Mon Jun 25, 2007 1:16 pm
- Forum: Advanced Help
- Topic: Determining Shader Constants
- Replies: 1
- Views: 311
Determining Shader Constants
Is there a few functions burried in the API that allow
A) Querying the current or maximum shader model available
B) Determining the maximum amount of registers for both vertex and pixel shaders given a current Shader Model.
Thanks.
A) Querying the current or maximum shader model available
B) Determining the maximum amount of registers for both vertex and pixel shaders given a current Shader Model.
Thanks.
- Mon Jun 11, 2007 8:28 am
- Forum: Beginners Help
- Topic: Transforming a 3d point onto screen space
- Replies: 1
- Views: 193
Transforming a 3d point onto screen space
I've been recently been having problems getting this going. Basically what I'm trying to do is take a 3d point with the camera applied and transform that point to screen space. I'm going to use this for calculating an offset for drawn screen space sprites on an isometric grid (2.5d). From the things...
- Wed May 30, 2007 1:11 pm
- Forum: Project Announcements
- Topic: Magic Library - True Type windows font
- Replies: 319
- Views: 79469
- Fri May 11, 2007 4:55 pm
- Forum: Beginners Help
- Topic: Order of files added to file archive
- Replies: 6
- Views: 364
- Tue May 08, 2007 2:26 pm
- Forum: Beginners Help
- Topic: Order of files added to file archive
- Replies: 6
- Views: 364
First, you don't have to sound defensive about the topic. I was just asking about the process and if it were possible. Recompiling the library isn't a hassle, just pinpointing where the changes need to be made takes a little longer. Am I to assume that all other classes in Irrlicht use CFileSystem::...
- Mon May 07, 2007 3:20 am
- Forum: Beginners Help
- Topic: Order of files added to file archive
- Replies: 6
- Views: 364
Hmmm. Here's my dilema. The order in which the files are to be loaded depend on the mod default.zip default/ <modname>.zip <modname>/ So each consecutive add replace files that previously exist in the file archive. However say I add each of these in this order, if I try and find one of those texture...
- Mon May 07, 2007 1:45 am
- Forum: Beginners Help
- Topic: Order of files added to file archive
- Replies: 6
- Views: 364
Order of files added to file archive
I've been fooling around with this for a while trying to get it all to work but nothing seems to work. How does the ordering and overlapping of files within archives work? Say I add a folder and I add a zip file, both of these have the same file inside, different data. Does it choose the last loaded...
- Sun May 06, 2007 9:52 pm
- Forum: Beginners Help
- Topic: Locking the file system directory
- Replies: 2
- Views: 139
- Sun May 06, 2007 8:57 pm
- Forum: Beginners Help
- Topic: Locking the file system directory
- Replies: 2
- Views: 139
Locking the file system directory
Before I start my project I've been trying to set a structure up for the application where the file system will only allow access to loading files from "data/<modname>.zip" and "/data/<modname>". However doing a few routine tests I've found that if I set the working directory to ...
- Fri Apr 20, 2007 5:14 pm
- Forum: Beginners Help
- Topic: Creating custom map scene nodes for an RTS
- Replies: 0
- Views: 271
Creating custom map scene nodes for an RTS
I'm new to irrlicht so I've been looking through the forums and the API to find a good way to do this. Me and my friend are designing a birds-eye view pen and pencil RTS. Before using irrlicht I used my own written engine, there is nothing wrong with it but this time around I'm going to need a lot m...