Search found 18 matches

by Beroc
Tue Oct 13, 2009 5:08 am
Forum: Bug reports
Topic: [no bug] Additional Textures cause problems in shaders
Replies: 4
Views: 669

This is in the includes folder, I checked the Irrlicht.dll in the source, and apart from errors when I try to build it, it never goes into the include folder to get anything. Unless... I am just missing what you are saying.
by Beroc
Mon Oct 12, 2009 9:46 pm
Forum: Bug reports
Topic: [no bug] Additional Textures cause problems in shaders
Replies: 4
Views: 669

[no bug] Additional Textures cause problems in shaders

I got to testing this in 1.6 as I needed 6 textures in my Splat shader. I changed IrrCompileConfig.h line 102 from this: #define _IRR_MATERIAL_MAX_TEXTURES_ 4 to this: #define _IRR_MATERIAL_MAX_TEXTURES_ 6 Here are my findings: 4: shaders appear normal 5: shaders did not appear 6: shaders did not ap...
by Beroc
Mon Oct 12, 2009 9:40 pm
Forum: Beginners Help
Topic: Shader problems?
Replies: 7
Views: 505

FOUND IT!!! but... it is a bug. The only thing I changed in the engine was in IrrCompileConfig.h. I changed line 102 from this: #define _IRR_MATERIAL_MAX_TEXTURES_ 4 to this: #define _IRR_MATERIAL_MAX_TEXTURES_ 6 Done so that I could use 6 textures in my terrain splatting Shader. This has to be a bu...
by Beroc
Mon Oct 12, 2009 9:17 pm
Forum: Beginners Help
Topic: [Solved] Plastic cube
Replies: 12
Views: 1034

none of those models look particularly "high" poly. I would say anywhere between 100 and 500 polygons per model at the highest and you could achieve the same result. look for a toon shader tutorial to get the look you are going for.
by Beroc
Mon Oct 12, 2009 7:39 pm
Forum: Beginners Help
Topic: Shader problems?
Replies: 7
Views: 505

Tested that between 1.5 and 1.6, again the only one that fails is the one I compiled using the tutorial in 1.6.

The only difference in any of the consoles is that the Irrlicht engine is 1.5 in one set, and 1.6 in the other. There is no indication that the shaders are failing.
by Beroc
Mon Oct 12, 2009 6:08 pm
Forum: Beginners Help
Topic: Shader problems?
Replies: 7
Views: 505

The shader paths were not changed in the tutorial. (see the code below) I made the 10.Shaders.exe in teh same folder that it started from, after renaming the original file to keep it. I ran both files. The old one shows the shaders, the new one does not. psFileName = "../../media/opengl.frag&qu...
by Beroc
Mon Oct 12, 2009 3:58 pm
Forum: Beginners Help
Topic: Shader problems?
Replies: 7
Views: 505

Shader problems?

I was tinkering with 1.6 of Irrlicht and found that the shaders don't seem to be loading correctly. To test this, I went back to the Shaders tutorial and rebuilt it. The 3 blocks appeared black. I ran the original 10.Shaders.exe and it ran fine. Is there some problem that needs to be addressed here,...
by Beroc
Thu Jul 09, 2009 7:47 pm
Forum: Beginners Help
Topic: Class subclass question
Replies: 6
Views: 1400

According to VC++ if I try "virtual CBase_Shader_callback *callback;" it gives me an error that says that you cannot virtualize a data declaration. What I want is in my terrain class, to create lights, and edit them, then update the data in the callback I created specifically for the terra...
by Beroc
Thu Jul 09, 2009 6:57 pm
Forum: Beginners Help
Topic: Class subclass question
Replies: 6
Views: 1400

OK, next question, though it is a little more complicated... I created a base class and a terrain class based on the following code: (the callbacks are callbacks to shaders) class CBaseShader { public: static const int MAX_LIGHTS = 4; void createLight(int n,ISceneNode *parent, vector3df pos, SColor ...
by Beroc
Thu Jul 09, 2009 6:35 am
Forum: Beginners Help
Topic: Class subclass question
Replies: 6
Views: 1400

Awesome, thanks for hte fast response, exactly what I needed.
by Beroc
Thu Jul 09, 2009 5:57 am
Forum: Beginners Help
Topic: Class subclass question
Replies: 6
Views: 1400

Class subclass question

This is a stupid newb question for ya.... Can I make a base class, inherit it to other classes, then access changes in the base class from the derived classes? (could you site examples in the answer if you can) This would be useful in creating a shader subset where the C++ passes the same variables ...
by Beroc
Fri Jul 03, 2009 10:19 pm
Forum: Project Announcements
Topic: (non Paid Project until game is released)Irrlicht programmer
Replies: 28
Views: 4917

I take it that you have no artists on board as of yet so you have no screen shots or renderings. So I have a few questions about this project to clarify. Are you using a physics engine? What are the world bounds? I am sure it is not as massive as WoW, or do you use world sub sections like most games...
by Beroc
Mon Oct 06, 2008 10:18 pm
Forum: Beginners Help
Topic: True Custom Sky Boxes
Replies: 2
Views: 320

Found it.... Called Render to Texture... Or what this guy did.. Render to Skybox http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=13288 Now the better question would be.. can I create 2 scenes.. one being a "skybox" the other being my actual lit scene.. I will test that one tommorrow...
by Beroc
Mon Oct 06, 2008 9:25 pm
Forum: Beginners Help
Topic: True Custom Sky Boxes
Replies: 2
Views: 320

True Custom Sky Boxes

I am working on a small project, and had the thought that I wanted a skybox. I looked at the two methods I can find and neither have the desired effect that I want. the AddSkyDomeSceneNode and AddSkyBoxSceneNode both draw static skies. I am looking something with a little more umph. So I was thinkin...
by Beroc
Tue Oct 09, 2007 3:31 pm
Forum: Advanced Help
Topic: my own little private matrix
Replies: 1
Views: 313

my own little private matrix

OK, I was playing with newton and Irrlicht and came accross an interesteing error. First, I am looking at the BSPCollision file available HERE The code: // copy the matrix into an irrlicht matrix4 matrix4 mat; memcpy(mat.M, matrix, sizeof(float)*16); The error: error C2248: 'irr::core::CMatrix4<T>::...