Search found 26 matches

by scippie
Thu Nov 29, 2007 2:40 pm
Forum: Advanced Help
Topic: Cube maps
Replies: 5
Views: 1822

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 v...
by scippie
Sun Nov 25, 2007 12:18 pm
Forum: Advanced Help
Topic: Cube maps
Replies: 5
Views: 1822

So, I try to create my own texCUBE implementation with 6 textures. Guess what, irrlicht only supports 4 textures per material (see other thread).

Is there an other way to create cubemap-reflections with irrlicht? Or is this "goodbye"?
by scippie
Sat Nov 24, 2007 11:37 pm
Forum: Advanced Help
Topic: No more than 4 textures in HLSL shader?
Replies: 1
Views: 536

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 correct ...
by scippie
Wed Nov 21, 2007 1:08 pm
Forum: Advanced Help
Topic: Cube maps
Replies: 5
Views: 1822

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 wethe...
by scippie
Tue Nov 20, 2007 1:54 am
Forum: Advanced Help
Topic: Enhanced lights
Replies: 0
Views: 320

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 tha...
by scippie
Mon Nov 19, 2007 2:01 pm
Forum: Advanced Help
Topic: HLSL Shaders - Tangent & Binormal
Replies: 5
Views: 1344

Thanks. I didn't know that those were not real registers (the book I'm reading puts them next to TEXCOORDn and the like). No, there is no problem to be solved with my shader as it works fine now. I just got very strange looking results when I used TANGENT en BINORMAL but after a long search, I tried...
by scippie
Sat Nov 17, 2007 10:48 pm
Forum: Advanced Help
Topic: HLSL Shaders - Tangent & Binormal
Replies: 5
Views: 1344

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 on...
by scippie
Wed Nov 14, 2007 9:29 pm
Forum: Beginners Help
Topic: Hide a mesh buffer
Replies: 3
Views: 435

I don't know if it's possible, but I would probably take another path for this. I would create 8 different meshes (with one mesh buffer) and put them in a SceneNode. Then I would create one empty SceneNode and put those 8 nodes in it as children. You can then control the visibility, but also you can...
by scippie
Tue Nov 13, 2007 9:50 pm
Forum: Advanced Help
Topic: Node/Distance optimization
Replies: 3
Views: 501

:P Heheh thanks
by scippie
Tue Nov 13, 2007 3:30 pm
Forum: Advanced Help
Topic: Node/Distance optimization
Replies: 3
Views: 501

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 a...
by scippie
Tue Nov 13, 2007 12:48 pm
Forum: Beginners Help
Topic: Shader debugging
Replies: 0
Views: 249

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 poss...
by scippie
Mon Nov 12, 2007 5:31 pm
Forum: Beginners Help
Topic: Saving mesh to a file
Replies: 6
Views: 1059

hybrid wrote:There is simply no such function. Try to use the IFileSystem which is passed to you via the smgr. There are functiosn to create files.
The device manager that is... thanks!
by scippie
Mon Nov 12, 2007 4:26 pm
Forum: Beginners Help
Topic: Saving mesh to a file
Replies: 6
Views: 1059

are you using the correct namespace for IWriteFile? (not sure what that is) Are there more than one?? In the beginning of the code I have: #include "irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui...
by scippie
Mon Nov 12, 2007 4:19 pm
Forum: Beginners Help
Topic: Saving mesh to a file
Replies: 6
Views: 1059

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...
by scippie
Fri Oct 19, 2007 8:57 pm
Forum: Bug reports
Topic: Why CMatrix4<T> uses vector3df
Replies: 1
Views: 1080

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 ma...