Search found 89 matches
- Tue Jan 15, 2013 12:03 am
- Forum: Code Snippets
- Topic: rain in irrlicht + spark (time to give something back :) )
- Replies: 7
- Views: 3554
Re: rain in irrlicht + spark (time to give something back :)
every piece of code out there need a porting in irrlicht... windows 9 would be the greatest SO ever if it will be based on unix and irrlicht XD anyway I got a couple of problem regarding the kill callback because directly calling KillRain() like in the OGL example cause irrlicht to crash here: splas...
- Mon Jan 14, 2013 9:50 pm
- Forum: Code Snippets
- Topic: rain in irrlicht + spark (time to give something back :) )
- Replies: 7
- Views: 3554
Re: rain in irrlicht + spark (time to give something back :)
would be nice! it should be cleaned up a bit (I left some commented out code and I could not get a better fog XD) but I really like the idea. irrlicht + spark it's a winning setup! ![Wink ;)](./images/smilies/icon_wink.gif)
I'd like to take this opportunity to to express my appreciation for your work darktib![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
I'd like to take this opportunity to to express my appreciation for your work darktib
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- Mon Jan 14, 2013 1:03 pm
- Forum: Code Snippets
- Topic: rain in irrlicht + spark (time to give something back :) )
- Replies: 7
- Views: 3554
Re: rain in irrlicht + spark (time to give something back :)
you have 3 kind of renders in spark: IRRpointRender to draw points IRRlineRender to drow 2d lines particle (like the rain here) IRRQuadRender to draw "billboards" particle (like the drops here) with textures, alpha and so on. As stated here http://spark.developpez.com/doc/class_s_p_k_1_1_i...
- Sun Jan 13, 2013 6:32 pm
- Forum: Code Snippets
- Topic: rain in irrlicht + spark (time to give something back :) )
- Replies: 7
- Views: 3554
rain in irrlicht + spark (time to give something back :) )
I recently found an interesting particle engine called spark. I saw it can be integrated with irrlicht but many examples were only for opengl. I really liked the rain example and I found that here http://spark.forum0.net/t30-spark-and-c , someone was trying to port it in irrlicht and had some issues...
- Sun Jan 13, 2013 6:11 pm
- Forum: Advanced Help
- Topic: Fur CG shader (based on zeroZshadow's work)
- Replies: 3
- Views: 1545
Re: Fur CG shader (based on zeroZshadow's work)
ok... Here is the updated code with the changes I made (previous link removed): http://www.mediafire.com/download.php?91ottzkstsu3aqs and here is an image of what I can see with video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF. http://www7.mediafire.com/convkey/6cc8/kobg6jd5775gt57fg.jpg in the donwloadable...
- Thu Jan 10, 2013 11:46 pm
- Forum: Advanced Help
- Topic: Fur CG shader (based on zeroZshadow's work)
- Replies: 3
- Views: 1545
Re: Fur CG shader (based on zeroZshadow's work)
yes! almost successfull, but I think I would get no further with this because AFAIK the irrlicht 1.8 shader system has been massively retouched and many bugs were introducted... anyway here is what I've got: before this version the blend flag was automatically set. now you have to nodeFur->setMateri...
- Thu Dec 27, 2012 12:40 pm
- Forum: Advanced Help
- Topic: Fur CG shader (based on zeroZshadow's work)
- Replies: 3
- Views: 1545
Fur CG shader (based on zeroZshadow's work)
Hi there! I'm trying to port the zeroZshadow's Fur shader ( http://irrlicht.sourceforge.net/forum/viewtopic.php?t=31295 originally written in 2008 in GLSL, based itself on http://www.xbdev.net/directx3dx/specialX/Fur/index.php in HLSL) in CG that is now fully and officially supported by irrlicht. BU...
- Wed May 04, 2011 10:44 pm
- Forum: Code Snippets
- Topic: Animation system
- Replies: 7
- Views: 4633
you may probably find this useful: http://www.lostmarble.com/papagayo/index.shtml is in 2d but is open source, gpl... taking inspiration from a couple of algorithms could cut out a lot of work; morphing lips when you have already sync sounds with calls to the morph function is a shorter step :) abou...
- Sun May 01, 2011 11:56 am
- Forum: Code Snippets
- Topic: Animation system
- Replies: 7
- Views: 4633
nice! look interesting; especially the lip sync feature! at what stage is the development? how are you planning to implement it? I made something similar in the past (named anim, locking actions while others are running and so on...) but I stopped developing that part :p waiting for more! good work!...
- Sun Jan 16, 2011 3:08 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 178
- Views: 122038
- Sat Jan 15, 2011 1:09 am
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 178
- Views: 122038
CGUITTFont + irrlicht 1.7.2
hi, I regret to say I got this error when i run the project: Unhandled exception at 0x1019a1fd in IrrTrueTypeTest.exe: 0xC0000005: Access violation reading location 0xffffffff. on line guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), t...
- Sun Nov 08, 2009 10:09 pm
- Forum: Advanced Help
- Topic: how does irrlicht addXYZFile works?
- Replies: 4
- Views: 692
it doesn't have a lot to do with irrlicht. i have to use mysql embedded and crypt the DB files into a zip archive and decript that archive without extracting it to disk, without recompiling mysql and without writing temp file. (like irrlicht doesn't with addzipfilearchive too) basically extract file...
- Sun Nov 08, 2009 7:37 pm
- Forum: Advanced Help
- Topic: how does irrlicht addXYZFile works?
- Replies: 4
- Views: 692
- Sun Nov 08, 2009 6:23 pm
- Forum: Advanced Help
- Topic: how does irrlicht addXYZFile works?
- Replies: 4
- Views: 692
how does irrlicht addXYZFile works?
hi all! I wish to know how irrlicht add files and folder to his filesystem and also make c/c++ filesystem think that the added files/folders really exists without writing them on the HD e.g. when i use addzipfilearchive and i do fopen on an extracted file c++ think that file exist. can someone write...
- Thu Jun 18, 2009 8:19 pm
- Forum: Advanced Help
- Topic: accessing submeshes using meshbuffers
- Replies: 0
- Views: 472
accessing submeshes using meshbuffers
HI! do you know how to access to singles submeshes using meshbuffers? I searched for a while in the forum but i couldn't find something useful... I need to open a castle's gate. don't answear me something like "use singles animations" because if I have "n" door in a room i don't ...