Search found 87 matches

by Donner
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...
by Donner
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...
by Donner
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...
by Donner
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...
by Donner
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...
by Donner
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...
by Donner
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 ;)
by Donner
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...
by Donner
Fri Mar 11, 2011 10:57 pm
Forum: Beginners Help
Topic: Terrain Size - bug?
Replies: 9
Views: 1050

Hm, okay... but why is that? What are the technical reasons?
by Donner
Fri Mar 11, 2011 9:14 pm
Forum: Beginners Help
Topic: Terrain Size - bug?
Replies: 9
Views: 1050

Hm, I don't want to be annoying - but is there a chance of that bug getting fixed?
by Donner
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...
by Donner
Thu Mar 03, 2011 5:42 pm
Forum: Beginners Help
Topic: Rendering the whole scene as wireframe
Replies: 4
Views: 954

hybrid wrote:You'd have to use the override material. You can enable and disable the material settings which are to be overridden.
How can I enable specific settings? I can only find IVideoDriver::setMaterial(const SMaterial& material), and that function takes only the material as parameter...
by Donner
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...
by Donner
Mon Feb 28, 2011 4:54 pm
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 405
Views: 139333

In CColorAttribute, getString() is not implemented. Hence a CColorAttribute object takes the getString() function of CNumbersAttribute, which returns the color with its four components (like 255, 255, 0, 255) instead of a hexadecimal value.
I believe it should behave the same way as getStringW.
by Donner
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...