Search found 27 matches

by Nerexis
Mon Apr 05, 2010 12:04 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422486

What about normal/bump/parralax mapping shader?
by Nerexis
Sun Apr 04, 2010 11:25 am
Forum: Beginners Help
Topic: Non-realtime Raytracing
Replies: 2
Views: 285

There is raytracing example in XEffects 1.3
http://irrlicht.sourceforge.net/phpBB2/ ... 31&start=0

and on Sio2 website:
http://sio2.g0dsoft.com/modules/wmpdownloads/
by Nerexis
Thu Apr 01, 2010 11:30 pm
Forum: Project Announcements
Topic: CCloudSceneNode - clouds with levels of detail
Replies: 87
Views: 69263

Not working, im using irrlicht 1.7.1 + xeffects. I see black rectangles flying around.
by Nerexis
Thu Apr 01, 2010 3:55 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422486

Sorry, it is Win32-gcc
by Nerexis
Wed Mar 31, 2010 4:29 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422486

Yep, XEffects is working with this correct dll:
http://nerexis.boo.pl/IrrlichtDLL171.rar
(win32-gcc)
Enjoy
by Nerexis
Tue Mar 17, 2009 7:00 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422486

BUG: When big far value is set then objects near light dont cast shadows (they do when I lower far value).

Btw how outdoor shadows (and lights) are done in Crysis?
by Nerexis
Tue Dec 30, 2008 10:49 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 125826

Compilled dll and lib for Irrlicht 1.5:
http://nerexis.boo.pl/Other/IrrNewt15.rar
by Nerexis
Tue Dec 30, 2008 1:32 pm
Forum: Project Announcements
Topic: IrrPhysx 0.3 - Nvidia Physx 2.8.1 wrapper
Replies: 51
Views: 23969

I try to use it in Irrlicht 1.5 and i created 'convexMeshObject' which works fine but it crash in function 'createHeightfieldObject'.
by Nerexis
Mon Dec 29, 2008 9:40 pm
Forum: Advanced Help
Topic: Something wrong with mesh made in Blender and joints..
Replies: 8
Views: 712

Works :O Tyvm :)
by Nerexis
Mon Dec 29, 2008 8:18 pm
Forum: Advanced Help
Topic: Something wrong with mesh made in Blender and joints..
Replies: 8
Views: 712

Yes.. and what is different way to do this?
by Nerexis
Mon Dec 29, 2008 7:57 pm
Forum: Advanced Help
Topic: Something wrong with mesh made in Blender and joints..
Replies: 8
Views: 712

1. When i done modelling i added armature then extruded it 2. I turned on Enevelope mode then i scalled enevelopes to attach each polygon to bones 3. In object mode i selected character model then i added Armature modifier and i wrote Armature in OB editbox 4. Added action in Action Editor 5. Export...
by Nerexis
Mon Dec 29, 2008 5:49 pm
Forum: Advanced Help
Topic: Something wrong with mesh made in Blender and joints..
Replies: 8
Views: 712

I added action to armature and still same error.
by Nerexis
Mon Dec 29, 2008 12:41 am
Forum: Advanced Help
Topic: Something wrong with mesh made in Blender and joints..
Replies: 8
Views: 712

Something wrong with mesh made in Blender and joints..

I made simple character mesh and i attached armature to it in Blender. Armature works fine in Blender and i exported it to .b3d format by Gandalf's exporter but game dont see armature part... I want to move one bone: IAnimatedMeshSceneNode *abc = smgr->addAnimatedMeshSceneNode(smgr->getMesh("me...
by Nerexis
Fri Oct 17, 2008 10:46 pm
Forum: Advanced Help
Topic: Morph surface of model
Replies: 9
Views: 1466

I want to make my own terrain...

Terrain is not realistic. Why mountains are in one axis??

I dont know if my perlin noise function is correct and how to exactly do that in irrlicht.
by Nerexis
Wed Oct 15, 2008 10:00 pm
Forum: Advanced Help
Topic: Morph surface of model
Replies: 9
Views: 1466

I read about perlin noise and i editted my code: all = Obiekt->getMesh()->getMesh(0)->getMeshBuffer(0)->getVertexCount(); for(int c = 0; c<all; c++) { vector3df oldpos; oldpos = vertices[c].Pos; float perlin_noise; for(int d = 0; d<5; d++) perlin_noise+=NoiseFunction(rand()%10000); vertices[c].Pos.Y...