Search found 87 matches
- Fri Nov 16, 2012 12:51 pm
- Forum: Advanced Help
- Topic: Irrlicht and OpenGL
- Replies: 3
- Views: 1073
Irrlicht and OpenGL
Hey, currently I'm trying to understand how OpenGL contexts, frame buffer objects etc. work and I'm playing around with it a little. Now, I came up with some questions that when answered would help me a lot to understand things better - and maybe apply some stuff. So lets say in a scenario I have Ir...
- Wed Oct 03, 2012 10:31 pm
- Forum: Beginners Help
- Topic: HLSL make terrain transparent
- Replies: 5
- Views: 763
Re: HLSL make terrain transparent
@mongoose7: Thank you for your effort! Although I have to admit, I don't really understand what I have to do... do you mean to set the EMT_ONETEXTURE_BLEND as material type? Just tried it, it didn't work either... Hmm, I'm wondering if it can really be that difficult to just get something transparen...
- Tue Oct 02, 2012 4:40 pm
- Forum: Beginners Help
- Topic: HLSL make terrain transparent
- Replies: 5
- Views: 763
Re: HLSL make terrain transparent
Hey, thanks for the reply!
I forgot to mention, that I tried EMT_TRANSPARENT_ALPHA_CHANNEL as well, but it didn't work either...
I tried almost all the material types that seemed to make sense to me...
I forgot to mention, that I tried EMT_TRANSPARENT_ALPHA_CHANNEL as well, but it didn't work either...
I tried almost all the material types that seemed to make sense to me...
- Tue Oct 02, 2012 3:36 pm
- Forum: Beginners Help
- Topic: HLSL make terrain transparent
- Replies: 5
- Views: 763
HLSL make terrain transparent
Hey, I guess I'm just missing something very basic, but I just can't get a HLSL shader to make a terrain transparent. What I want is to be able to "hide" a terrain partially by using a pixel shader and making it partially transparent. But it seems like the alpha channel is being ignored or...
- Sun Feb 05, 2012 12:17 pm
- Forum: Advanced Help
- Topic: Ray collision considering transparent materials
- Replies: 2
- Views: 616
Ray collision considering transparent materials
Hi, for the purpose of creating a lightmap generator, I'm wondering if there is a solution to the following problem: I'm checking the ray going from the light source to the destination point for collision with other objects using getSceneNodeAndCollisionPointFromRay() . Now some objects have materia...
- Sun Nov 27, 2011 2:20 pm
- Forum: Beginners Help
- Topic: Modify Terrain
- Replies: 0
- Views: 487
Modify Terrain
Hey, right now I'm working on a custom editable terrain scene node based in the CTerrainSceneNode Irrlicht comes with. Well, I'm having a little trouble understanding how the Mesh is actually being rendered. I understand there is a CTerrainSceneNode::RenderBuffer, the mesh buffer that actually is be...
- Sun Oct 09, 2011 6:03 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 272212
Re: Realistic water scene node (updated)
All the links seem to be dead... can someone post the latest version?
Thanks
Thanks
- Sat Mar 12, 2011 12:40 pm
- Forum: Beginners Help
- Topic: Terrain Size - bug?
- Replies: 9
- Views: 1050
Hm okay, thanks for the explanation! I guess I just have to use a workaround then... One more question regarding the terrains: Why does the TerrainSceneNode ignore the transformation variables of ISceneNode and uses TerrainData.Position etc.? Terrain->getAbsoluteTransformation thus just returns an i...
- Fri Mar 11, 2011 10:57 pm
- Forum: Beginners Help
- Topic: Terrain Size - bug?
- Replies: 9
- Views: 1050
- Fri Mar 11, 2011 9:14 pm
- Forum: Beginners Help
- Topic: Terrain Size - bug?
- Replies: 9
- Views: 1050
- Sun Mar 06, 2011 1:56 pm
- Forum: Beginners Help
- Topic: Terrain Size - bug?
- Replies: 9
- Views: 1050
Terrain Size - bug?
Hey, when creating a terrain scene node the terrain is always 16 units smaller than it is supposed to be. Is that an Irrlicht bug? For example, if you resize the heightmap in the media directory of Irrlicht to a size of 32x32 and you run the terrain rendering example in the bin directory, after turn...
- Thu Mar 03, 2011 5:42 pm
- Forum: Beginners Help
- Topic: Rendering the whole scene as wireframe
- Replies: 4
- Views: 954
- Tue Mar 01, 2011 10:58 am
- Forum: Beginners Help
- Topic: Rendering the whole scene as wireframe
- Replies: 4
- Views: 954
Rendering the whole scene as wireframe
Hi, is there a way of rendering the whole scene as wireframe? If I have two cameras which render in split screen mode and I want one of them to render in wireframe mode, how do I do that? Setting the material of every object wireframe before the second cameras rendering process and back to normal af...
- Mon Feb 28, 2011 4:54 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 405
- Views: 139333
- Mon Feb 21, 2011 6:10 pm
- Forum: Advanced Help
- Topic: Render into multiple windows / widgets
- Replies: 6
- Views: 1286
Hey blAaarg, thank you very much for your help! I finally got it to work! Indeed I had to set the last parameter of beginScene(). Nevertheless, I still had to use setViewport AND setAspectRatio in order to get everything displayed the right way. Now I got it looks somewhat like this: cam->setAspectR...