Search found 12 matches

by gamebeavis
Mon Jul 02, 2007 4:17 pm
Forum: Beginners Help
Topic: How to change a mesh buffers vertex type??
Replies: 8
Views: 665

I cant seem to locate SMeshBufferLightMap in the API reference anywhere. Does that still exist??

Maybe the easiest course of action here is simply using a file format that loads into irrlicht natively with 2 sets of texture coords. I normally use milkshape, but I dont think it can generate 2 sets ...
by gamebeavis
Mon Jul 02, 2007 2:00 pm
Forum: Beginners Help
Topic: Shadow mapping tool?
Replies: 1
Views: 461

Shadow mapping tool?

I know that there are plenty of tools out there that will allow you to load a scene and create Radiocity light maps. However, I am looking for a tool that allows you to load a map and create a series of shadow maps. For areas of my maps that dont require dynamic shadows (shadow volumes) I would ...
by gamebeavis
Mon Jul 02, 2007 11:34 am
Forum: Beginners Help
Topic: How to change a mesh buffers vertex type??
Replies: 8
Views: 665

Ok, so then I guess it might be a bug... You can test it for yourselves, just load the Sydney model that comes with the tutorials and add a light map texture to her (black and white strips works well enough).

So, back to my original question. How do you "explicitly" load a character with 2 sets of ...
by gamebeavis
Fri Jun 29, 2007 3:09 pm
Forum: Beginners Help
Topic: How to change a mesh buffers vertex type??
Replies: 8
Views: 665

Ok, never mind. apparently I am an idiot. I just found out that the 2D coords are actually already loaded with the model, but for some reason the Vertex type is still listed as standard. But the material does work, so YAY!
by gamebeavis
Fri Jun 29, 2007 1:44 pm
Forum: Beginners Help
Topic: How to change a mesh buffers vertex type??
Replies: 8
Views: 665

How to change a mesh buffers vertex type??

Hello again. I am trying to modify the 1st tutorial to load an md2 model, then once the model is loaded change it from containing 1 set of texture coords to 2. I am just attempting to see if its possible, the second set of texture coords will just be a duplicate copy of the first (using a for loop ...
by gamebeavis
Thu Jun 28, 2007 2:44 pm
Forum: Beginners Help
Topic: Force render?
Replies: 2
Views: 433

Ok, never mind. I did a test run and found that if a shadow comes into view and the object goes out of view the shadow does indeed stop, as well as if an object is not in view the shadow is never rendered to begin with. So culling dosnt take into account the objects shadow at all. BUT I did do a ...
by gamebeavis
Thu Jun 28, 2007 2:25 pm
Forum: Beginners Help
Topic: Force render?
Replies: 2
Views: 433

Force render?

I would like to use shadow volumes for my objects, but have a question about how they are rendered first. I know irrlicht uses bounding boxes to determine if an animatedscenenode is visible or not, and then culls the ones that are not. However, you can easily render a scene where the object is not ...
by gamebeavis
Wed Jun 27, 2007 7:35 pm
Forum: Beginners Help
Topic: Is the Special FX tutorial (number eight) broken??
Replies: 4
Views: 403

Yep, you were right, I am using OpenGL 1.3

So does anyone know how to update my OpenGL version under linux?
by gamebeavis
Wed Jun 27, 2007 2:38 pm
Forum: Beginners Help
Topic: Can an OctTreeSceneNode use shadow volumes?
Replies: 0
Views: 225

Can an OctTreeSceneNode use shadow volumes?

I know an AnimatedMeshSceneNode can add a ShadowVolumeSceneNode, but can an OctTreeSceneNode do the same? I want to be able to dynamically shadow the entire map.

I suppose if there is no way to load an OctTreeSceneNode with a shadow volume of its own, I could simply break the map up into chunks ...
by gamebeavis
Wed Jun 27, 2007 3:16 am
Forum: Beginners Help
Topic: Is the Special FX tutorial (number eight) broken??
Replies: 4
Views: 403

Is the Special FX tutorial (number eight) broken??

When I run the special effects tutorial (number eight) the shadow generated dosnt look remotely correct. It shows a shadow, but its not smooth or solid, its more like a bunch of jumpy triangles with holes. It looks almost as if the polys of the dwarf are randomly letting light through the model ...
by gamebeavis
Tue Jun 26, 2007 7:26 pm
Forum: Beginners Help
Topic: How to access model normals in "world space"?
Replies: 2
Views: 310

How to access model normals in "world space"?

I was curious how to access a models vertex position and normals translated into world space. Basically, if I load a model into irrlicht, and perform an animation, rotation, and translation I dont think the actual mesh data changes, just the view of it does or does it actually change? If it dosnt ...
by gamebeavis
Mon Jun 25, 2007 11:56 pm
Forum: Advanced Help
Topic: Custom scene node question.
Replies: 1
Views: 441

Custom scene node question.

I am looking to do a custom rendering path for various objects. I see that the "custom scene node" functions will allow this, but the tutorial really only cuts into the surface. Before I spend a few hours attempting to make this work I was wondering if anyone knew I could do the following with it ...