I was thinking using only 1 texture and dividing the texcoords up to simlute 6 different ones. When you do the rendering for reflections use viewports to render to seperate parts of the image.
Hey, yes, that's a good one.
Quality will however be lower.
But even better, I can use 3 textures with 2 ...
Search found 26 matches
- Sun Nov 25, 2007 12:18 pm
- Forum: Advanced Help
- Topic: Cube maps
- Replies: 5
- Views: 1961
- Sat Nov 24, 2007 11:37 pm
- Forum: Advanced Help
- Topic: No more than 4 textures in HLSL shader?
- Replies: 1
- Views: 630
No more than 4 textures in HLSL shader?
I need 6 textures in my shader, but for some reason, I can only use 4 of them.
To test it, I created a simple shader that maps one of the 6 textures on the mesh and switches between them every second. It works fine for tex0-3 but tex4-5 show black.
I am really sure that the textures are all ...
To test it, I created a simple shader that maps one of the 6 textures on the mesh and switches between them every second. It works fine for tex0-3 but tex4-5 show black.
I am really sure that the textures are all ...
- Wed Nov 21, 2007 1:08 pm
- Forum: Advanced Help
- Topic: Cube maps
- Replies: 5
- Views: 1961
Cube maps
I know cubemaps aren't yet integrated in irrlicht, but is it possible to fake the same thing with 6 separate textures and still use them in a shader with the texCUBE instruction?
I've tried to do it, setting texture 0 to colormap and 1-6 to cubemap but get weird results and I haven't found out ...
I've tried to do it, setting texture 0 to colormap and 1-6 to cubemap but get weird results and I haven't found out ...
- Tue Nov 20, 2007 1:54 am
- Forum: Advanced Help
- Topic: Enhanced lights
- Replies: 0
- Views: 371
Enhanced lights
I've created these dynamic shaders which are generated for each different lighting/texturing situation (and it looks great).
At this moment, they are compatible with the standard lights that are added to irrlicht (ILightSceneNode) and they get their data from the getLightData() SLight struct, so ...
At this moment, they are compatible with the standard lights that are added to irrlicht (ILightSceneNode) and they get their data from the getLightData() SLight struct, so ...
- Mon Nov 19, 2007 2:01 pm
- Forum: Advanced Help
- Topic: HLSL Shaders - Tangent & Binormal
- Replies: 5
- Views: 1486
- Sat Nov 17, 2007 10:48 pm
- Forum: Advanced Help
- Topic: HLSL Shaders - Tangent & Binormal
- Replies: 5
- Views: 1486
HLSL Shaders - Tangent & Binormal
I've been searching on a bug in my shaders for a really long time, only to find out that the problem was not my shader, but me thinking that the Vertex Shader's input tangent would be stored in the TANGENT register and the binormal in the BINORMAL register.
After much too long, I found this topic ...
After much too long, I found this topic ...
- Wed Nov 14, 2007 9:29 pm
- Forum: Beginners Help
- Topic: Hide a mesh buffer
- Replies: 3
- Views: 557
- Tue Nov 13, 2007 9:50 pm
- Forum: Advanced Help
- Topic: Node/Distance optimization
- Replies: 3
- Views: 595
- Tue Nov 13, 2007 3:30 pm
- Forum: Advanced Help
- Topic: Node/Distance optimization
- Replies: 3
- Views: 595
Node/Distance optimization
Which do you guys think is best when I want to be able to switch between detail-level-nodes depending on the distance or something similar.
1. Create a dummy-node with several child nodes for each detail-level and make the best one visible and all the others invisible?
2. Create all nodes separate ...
1. Create a dummy-node with several child nodes for each detail-level and make the best one visible and all the others invisible?
2. Create all nodes separate ...
- Tue Nov 13, 2007 12:48 pm
- Forum: Beginners Help
- Topic: Shader debugging
- Replies: 0
- Views: 298
Shader debugging
I'm writing my own shaders and it's going well but at this moment I'm having a bug which would probably be so easily found when I could step through it.
I'm using HLSL and I know that it's possible with directx to debug the shaders, but since I'm using Irrlicht, I don't know how to do it.
Is it ...
I'm using HLSL and I know that it's possible with directx to debug the shaders, but since I'm using Irrlicht, I don't know how to do it.
Is it ...
- Mon Nov 12, 2007 5:31 pm
- Forum: Beginners Help
- Topic: Saving mesh to a file
- Replies: 6
- Views: 1275
- Mon Nov 12, 2007 4:26 pm
- Forum: Beginners Help
- Topic: Saving mesh to a file
- Replies: 6
- Views: 1275
- Mon Nov 12, 2007 4:19 pm
- Forum: Beginners Help
- Topic: Saving mesh to a file
- Replies: 6
- Views: 1275
Saving mesh to a file
Hi, I'm trying to save a generated mesh to a .irr file.
So, I use the IMeshWriter with an IWriteFile.
But how do I create the IWriteFile instance?
If I do it like this, I get a linker error "unresolved external symbol "class irr::io::IWriteFile * __cdecl irr::io::createWriteFile(char const *,bool ...
So, I use the IMeshWriter with an IWriteFile.
But how do I create the IWriteFile instance?
If I do it like this, I get a linker error "unresolved external symbol "class irr::io::IWriteFile * __cdecl irr::io::createWriteFile(char const *,bool ...
- Fri Oct 19, 2007 8:57 pm
- Forum: Bug reports
- Topic: Why CMatrix4<T> uses vector3df
- Replies: 1
- Views: 1189
Why CMatrix4<T> uses vector3df
I am using doubles in my internal calculations to afterwards convert them from absolute doubles to relative 3D floats for the Irrlicht Engine.
I use the Irrlicht classes for these calculations and atm. I use the CMatrix4<double> template class.
Now I need to transform a vector3d<double> with that ...
I use the Irrlicht classes for these calculations and atm. I use the CMatrix4<double> template class.
Now I need to transform a vector3d<double> with that ...