i use the base idea of xna...
imoplement a base shader and let the user change it on runtime ^^'
Search found 91 matches
- Tue Oct 27, 2009 5:19 am
- Forum: Project Announcements
- Topic: Direct3d11-Irrlicht
- Replies: 47
- Views: 11118
- Mon Oct 26, 2009 8:14 pm
- Forum: Project Announcements
- Topic: Direct3d11-Irrlicht
- Replies: 47
- Views: 11118
Direct3d11-Irrlicht
I'm announcing a new project...
an implementation of directx10/11 in Irrlicht...
In this thread i'll give you all the notice, announcementes, % of the completation...
Status :
3 % - Base Classe creation
an implementation of directx10/11 in Irrlicht...
In this thread i'll give you all the notice, announcementes, % of the completation...
Status :
3 % - Base Classe creation
- Thu Oct 22, 2009 5:17 pm
- Forum: Project Announcements
- Topic: Stunt Marble Racers - now includes network playing
- Replies: 85
- Views: 28467
- Wed Oct 21, 2009 5:58 pm
- Forum: Project Announcements
- Topic: Stunt Marble Racers - now includes network playing
- Replies: 85
- Views: 28467
- Fri Jul 24, 2009 6:18 am
- Forum: Beginners Help
- Topic: Linker, strange Error....
- Replies: 5
- Views: 404
- Thu Jul 23, 2009 7:24 pm
- Forum: Beginners Help
- Topic: Linker, strange Error....
- Replies: 5
- Views: 404
Linker, strange Error....
What the hell means this message? 1>CApp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) class irr::IrrlichtDevice * __cdecl irr::createDevice(enum irr::video::E_DRIVER_TYPE,class irr::core::dimension2d<int> const &,unsigned int,bool,bool,bool,class irr::IEventReceive...
- Wed Apr 22, 2009 8:01 am
- Forum: Advanced Help
- Topic: Terrain Shader Porblem...
- Replies: 4
- Views: 729
- Wed Apr 22, 2009 6:12 am
- Forum: Advanced Help
- Topic: Terrain Shader Porblem...
- Replies: 4
- Views: 729
- Tue Apr 21, 2009 2:42 pm
- Forum: Advanced Help
- Topic: Scrolling vertex in a terrainSceneNode
- Replies: 6
- Views: 656
i need to load all the textures in the shader, and not pass them with setMaterialTexture... there is a method? my shader had 4 Texture variables... and this is the structure of the VertexShader struct MTVertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float LightingFactor : TEXCOOR...
- Tue Apr 21, 2009 12:22 pm
- Forum: Advanced Help
- Topic: Terrain Shader Porblem...
- Replies: 4
- Views: 729
Terrain Shader Porblem...
EDIT: OK, i've found the problem... i need to change the Texture from 0 to 1, in the m_pTerrain->setMaterialTexture()... but the problem now is that i see the terrain completely black... now i'll try again to solve it... if you have idea, post them ^^' ORIGINAL: I'm using this shader in my terrain p...
- Fri Apr 17, 2009 8:40 am
- Forum: Advanced Help
- Topic: loading Textures into Shaders...
- Replies: 1
- Views: 544
loading Textures into Shaders...
I'm compiling a program with hlsl shaders...
how can i load 4 textures in the shader?
i've the Textures in the shader called
xTexture0
xTexture1
xTexture2
xTexture3
how can i do?
p.s.
How can i convert a dds texture in other formats?
how can i load 4 textures in the shader?
i've the Textures in the shader called
xTexture0
xTexture1
xTexture2
xTexture3
how can i do?
p.s.
How can i convert a dds texture in other formats?
- Thu Apr 16, 2009 2:40 pm
- Forum: Advanced Help
- Topic: Scrolling vertex in a terrainSceneNode
- Replies: 6
- Views: 656
- Thu Apr 16, 2009 9:03 am
- Forum: Advanced Help
- Topic: Scrolling vertex in a terrainSceneNode
- Replies: 6
- Views: 656
i'm using this code to scroll the terrain and chagne the colors... void CTerrain::Colorate() { scene::IMesh* mesh = m_pTerrain->getMesh(); for(u32 i = 0; i < mesh->getMeshBufferCount(); ++i) { scene::IMeshBuffer* pMeshBuffer = mesh->getMeshBuffer(i); if(pMeshBuffer->getVertexType() != video::EVT_2TC...
- Thu Apr 16, 2009 8:29 am
- Forum: Advanced Help
- Topic: Scrolling vertex in a terrainSceneNode
- Replies: 6
- Views: 656
Scrolling vertex in a terrainSceneNode
hi, i need to know how scroll all the vertex in a terrainSceneNode... i was thinking to something like this IMesh* pMesh = terrain->getMesh(); for (b=0; b<pMesh->getMeshBufferCount(); ++b) { IMeshBuffer* pMeshBuffer = pMesh->getMeshBuffer(b); // skip mesh buffers that are not the right type if (pMes...
- Wed Apr 15, 2009 8:53 am
- Forum: Advanced Help
- Topic: Create terrain from code
- Replies: 5
- Views: 800