Search found 1123 matches
- Thu May 16, 2013 1:42 pm
- Forum: Project Announcements
- Topic: Mesh Combiner
- Replies: 131
- Views: 208413
Re: Mesh Combiner
I can guarantee your code is used plenty. I've had some issues with transparent and non trans materials combines in meshes, is there a way to fix this or does the 4 mat limit stop you from doing something like a material table? The old code use one material for every single mesh, so it all had to b...
- Wed May 15, 2013 3:46 pm
- Forum: Project Announcements
- Topic: Mesh Combiner
- Replies: 131
- Views: 208413
Re: Mesh Combiner
I'm thinking about coming back and updating the code to allow for object movement, addition, and deletion even after creation. Is any interested in it, or is the code no longer used?
- Wed May 15, 2013 3:41 pm
- Forum: Beginners Help
- Topic: Thousands of trees? Model details/billboard
- Replies: 19
- Views: 2412
Re: Thousands of trees? Model details/billboard
A little work would make it possible (though slow, so you shouldn't do it every frame) to move objects even after creation. If there's enough interest or need, I can go back and add that to the code
- Sun Dec 30, 2012 12:20 am
- Forum: Beginners Help
- Topic: Partially transparent mesh problem [SOLVED]
- Replies: 5
- Views: 552
Re: Partially transparent mesh problem
Sounds like the faces are facing the wrong way. Try turning off backface culling and see if it reappears
- Tue Nov 20, 2012 10:08 pm
- Forum: Beginners Help
- Topic: How to Retrieve Lighting Information?
- Replies: 1
- Views: 592
Re: How to Retrieve Lighting Information?
A simple but robust way of doing it for static lighting would be with the use of lightmaps. Find the triangle that contains the point you want to sample, find where that point would be on the lightmap texture, and there's the color of the light there. The only real difficulty with this solution come...
- Tue Nov 20, 2012 10:02 pm
- Forum: Project Announcements
- Topic: Mesh Combiner
- Replies: 131
- Views: 208413
Re: Mesh Combiner
I think I should put a disclaimer on the first post that says this code won't be much use for Minecraft clones :lol: The thing is, for a Minecraft clone you'll constantly be updating the data and you'll only want to render the cubes that you can actually see. The code is in no way suited for either ...
- Sun Jul 15, 2012 7:09 pm
- Forum: Code Snippets
- Topic: 2D images with rotation
- Replies: 43
- Views: 29857
Re: 2D images with rotation
Please make sure to use the code in the very first post in this thread. The code you're using is my first revision and is, quite frankly, terrible
- Fri Apr 06, 2012 9:29 am
- Forum: Project Announcements
- Topic: Progressive Mesh Buffer / Mesh simplification
- Replies: 34
- Views: 137253
Re: Progressive Mesh Buffer / Mesh simplification
Well if you don't believe it, check the obj file. There are only 5 vertices listed, but irrlicht says there are 12 in the mesh.
- Thu Apr 05, 2012 10:49 pm
- Forum: Project Announcements
- Topic: Progressive Mesh Buffer / Mesh simplification
- Replies: 34
- Views: 137253
Re: Progressive Mesh Buffer / Mesh simplification
For this example, we're going to create a simple pyramid mesh: http://i117.photobucket.com/albums/o73/Azail/pyramidnouv.png To begin with, this pyramid has no UV's assigned to it. And, as expected, the vertex count of the mesh is 5. Now let's give it some UV's. http://i117.photobucket.com/albums/o73...
- Thu Apr 05, 2012 10:09 pm
- Forum: Project Announcements
- Topic: Progressive Mesh Buffer / Mesh simplification
- Replies: 34
- Views: 137253
Re: Progressive Mesh Buffer / Mesh simplification
createMeshWelded only removes EXACT duplicate vertices, not similar vertices with different UVs so that won't fix the problem. I'll try coming up with a more detailed explanation and an example
- Thu Apr 05, 2012 9:46 am
- Forum: Project Announcements
- Topic: Progressive Mesh Buffer / Mesh simplification
- Replies: 34
- Views: 137253
Re: Progressive Mesh Buffer / Mesh simplification
The hole has to do (I'm betting) with the fact that Irrlicht duplicates vertices along UV seams (this is necessary for proper rendering). So we perceive there being a single vertex along the UV seams, but in reality there are two or more duplicates to make sure that the UV mapping behaves correctly....
- Thu Mar 29, 2012 5:45 am
- Forum: Project Announcements
- Topic: ModelToSprite
- Replies: 15
- Views: 4161
Re: ModelToSprite
This looks to be far more functional and has a much nicer ui design than mine
- Thu Nov 24, 2011 11:38 pm
- Forum: Everything 2d/3d Graphics
- Topic: Free programmer for hire (me)
- Replies: 20
- Views: 4494
Re: Free programmer for hire (me)
I personally configured my framework to take the place of the scene manager for the drawAll function. It uses all the data from the scene manager so it can be easily integrated, but instead of calling smgr->drawAll() you'd do deferred->render(). I'm working now on creating a function to convert all ...
- Thu Nov 24, 2011 6:29 pm
- Forum: Everything 2d/3d Graphics
- Topic: Free programmer for hire (me)
- Replies: 20
- Views: 4494
Re: Free programmer for hire (me)
Why what a generous offer young sire. It would be much appreciated if you could save some people some hours of coding and create a deferred renderer suitable for inclusion in irrlicht, to allow just one toggle to replace the solid render pass with one that allows more lights. This is actually what ...
- Thu Nov 24, 2011 1:47 am
- Forum: Beginners Help
- Topic: is there an event manager?
- Replies: 6
- Views: 431
Re: is there an event manager?
There's one in one of the examples. The movement example I think