Do you think it is possible to add a shader which could make that possible for opengl, if added would be great.BlindSide wrote:I suppose I could add support for EMT_TRANSPARENT_ALPHA_CHANNEL in my XEffects package if there is enough interest...
Search found 34 matches
- Thu Jun 12, 2008 5:05 am
- Forum: Advanced Help
- Topic: Shadows and EMT_TRANSPARENT_ALPHA_CHANNEL
- Replies: 3
- Views: 547
- Sun Jun 08, 2008 8:07 pm
- Forum: Advanced Help
- Topic: Shadows and EMT_TRANSPARENT_ALPHA_CHANNEL
- Replies: 3
- Views: 547
Shadows and EMT_TRANSPARENT_ALPHA_CHANNEL
Hi I'm trying to do some realistic street lines with EMT_TRANSPARENT_ALPHA_CHANNEL which blend perfectly and it looks great; however there's an issue; Irrlicht doesn't cast any shadows on EMT_TRANSPARENT_ALPHA_CHANNEL textured object. Though, it does cast shadows on EMT_TRANSPARENT_ALPHA_CHANNEL_REF...
- Thu May 08, 2008 3:37 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
It's exactly the same as the default one, however here it's the main part of the code (I didn't add the classes as they are exactly the same with the default ones). Yes, I'm using the Irrlicht shadows. Btw I'm compiling it with Visual Studio 2005. param.WindowId = hChildMDI; param.DriverType = EDT_O...
- Sat May 03, 2008 3:51 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
I have a problem with the shadows, they don't appear neither in my project nor in the one provided here. However the compiled file its shadows working just fine, but when I compile them either in the default files or in my project files, my objects don't cast shadows. Btw, I've compiled it in 1.3.1 ...
- Sun Apr 13, 2008 12:17 am
- Forum: Beginners Help
- Topic: Event Receiver error in Irrlicht 1.4
- Replies: 2
- Views: 287
Event Receiver error in Irrlicht 1.4
Hi, I'm trying to migrate my project from Irr 1.3.1 to 1.4 but unfortunately found a runtime error witht the Event Receiver. My Event Receiver code is exactly the same witht the code of other people who are already working in 1.4. It even compiles and links it perfectly, however when running it, Vis...
- Mon Mar 31, 2008 12:22 am
- Forum: Project Announcements
- Topic: XEffects - (Indoor Soft-Shadows + Post-Processing)
- Replies: 179
- Views: 71486
- Sun Mar 16, 2008 7:18 pm
- Forum: Project Announcements
- Topic: Hex terrain editor [updated]
- Replies: 35
- Views: 18508
- Fri Feb 08, 2008 3:24 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
I'm happy, I've fixed it...just a second please....YAHOOOOO!!!! :lol: I've fixed it Dorth my friend!!!!!! and it was as easy as changing the getAbsolutePosition() command to getPosition(): So from this: ICameraSceneNode *cam1 = smgr->getActiveCamera(); core::vector3df cameraPos = cam1->getAbsolutePo...
- Mon Feb 04, 2008 4:24 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
- Sat Feb 02, 2008 6:48 pm
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
Also, I just found a detail, the sun just does this jerky movement when first pressed one of the arrow keys to move the camera, once I keep it pressed it doesn't have any problem. So it happens just when I press one of the arrow keys, or change the movement direction. So it could also has to do do w...
- Sat Feb 02, 2008 6:05 pm
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
Sometimes an image is worth a thousand words, here is a view looking to the south (believe me, to get to the part where the 3ds square mesh meets the surrounding terrain nodes we have to walk about 7 kms!!) The area is huge and mountainous, so when looking towards different directions the landscape ...
- Sat Feb 02, 2008 5:59 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
- Fri Feb 01, 2008 4:47 am
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
After literally tens upon tens of trials (all of them leading to the expected jerky sun error) I guess I found the two reasons of the problem. The first one that cuts the jerky behavior to a 50% is clearing the sleep() command that cuts the CPU usage according to the specified number of milliseconds...
- Mon Jan 21, 2008 1:35 am
- Forum: Beginners Help
- Topic: Color flickering on meshes when in OPENGL
- Replies: 4
- Views: 553
- Sun Jan 20, 2008 6:25 pm
- Forum: Project Announcements
- Topic: ATMOsphere
- Replies: 145
- Views: 97779
Hi, I'm implementing ATMO in my project, however I have two serious problems; one, when using it under Direct3D9 the sun doesn't behave normally and I think it doesn't move at all. Is there any way of making it work out with Direct3D9? The second one, (and this one happens either when rendered under...