Search found 20 matches
- Sat Jun 28, 2008 11:44 pm
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 628
Hmm, ive found a slight work around. Here is an example that doesnt work. SColor S; S.setAlpha( 0 ); S.setRed( 255 ); S.setGreen( 255 ); S.setBlue( 255 ); MeshManipulator->setVertexColors( Mesh, S ); The mesh would still be partially visible. but this, seems to work, even though it doesnt give the e...
- Sat Jun 28, 2008 4:40 am
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 628
- Thu Jun 26, 2008 1:25 am
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 628
IMeshManipulator::setVertexColorAlpha
I Have a problem, and i may have descovered a bug. If i call setVertexColorAlpha( someMesh, 255 ), and set it's material to EMT_TRANSPARENT_VERTEX_ALPHA it is perfectly visible, as expected. But if i call setVertexColorAlpha( someMesh, 0 ), it is somewhat visible, but not invisible, as expected? Wha...
- Wed Jun 25, 2008 9:59 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 485
- Tue Jun 24, 2008 8:08 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 485
- Mon Jun 23, 2008 7:31 am
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 485
- Sat Jun 21, 2008 6:58 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 485
- Sat Jun 21, 2008 6:34 am
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 485
transparency fails?
Im trying to implement vertex transparancy in irrlicht but aren't getting any results, my mesh is still completely visible. Heres what im doing now. GetSceneNode()->setMaterialTexture( 0, Core.CoreVideoDriver->getTexture(BOX_TEXTURE) ); GetSceneNode()->getMaterial( 0 ).MaterialType = EMT_TRANSPARENT...
- Wed Jan 30, 2008 9:02 pm
- Forum: Advanced Help
- Topic: Parralax mapping quake 3 .bsp
- Replies: 0
- Views: 418
Parralax mapping quake 3 .bsp
Hi, i want to improve the quality of the .bsp map via parralax mapping. Right now, im loading my "level's" from a .irr file that have the mesh, and a position for my camera. I need a way to get all the materials within the mesh, and assisgn a normal map to them for parralax mapping. Anyone...
- Mon Jan 21, 2008 10:07 pm
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 299
- Mon Jan 21, 2008 7:07 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 299
- Mon Jan 21, 2008 5:10 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 299
- Sun Jan 20, 2008 11:57 pm
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 299
Thanks a lot Vitek! it now will load mesh and terrain collision. But there is a problemo. I set up a FPSCamera with some gravity, but when i try to walk, its really bumpy, unrealistic, and sometimes i get stuck in the terrain. How could i make it so the collision is nice and smooth, like counterstri...
- Sun Jan 20, 2008 6:05 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 299
createTerrainTriangleSelector crashes...
hmm, ive been trying to implement collision with importing a .irr file. Ive been able to implement OCT_TREES but i cant get it right with ESNT_TERRAIN... void Level::RecursiveSelector( ISceneNode* Node ) { if( Node == NULL ) return; if( Node->getType() == ESNT_OCT_TREE ) { IAttributes* Attribs = Glo...
- Mon Jul 16, 2007 4:12 am
- Forum: Beginners Help
- Topic: Collision Detection: .obj mesh vs. Q3 Bsp
- Replies: 6
- Views: 640
And this is how im doing it. Selector = Globals::SceneMgr->createOctTreeTriangleSelector( Globals::Map->getMesh(0), Globals::MapNode, 128 ); Globals::MapNode->setTriangleSelector( Selector ); ISceneNodeAnimator *Collision = Globals::SceneMgr->createCollisionResponseAnimator( Selector, RocketNode, ve...