Search found 6 matches

by Scripter
Wed Apr 30, 2008 1:20 pm
Forum: Advanced Help
Topic: Low FPS
Replies: 7
Views: 754

Low FPS

I have a problem with the fps in a project im working on, regarding the rendering time. We have 29000 primitives(Polygons) in our scene and ive timed the rendering function which takes 15-16ms = about 62,5 FPS. Then add physx and someother stuff and we have 40-50FPS. All this seems a little bit low,...
by Scripter
Wed Feb 27, 2008 3:09 pm
Forum: Beginners Help
Topic: dynamic lights
Replies: 3
Views: 351

dynamic lights

Im using a quake3 map(made one from scratch, having some trouble with lightmaps) and im using dynamic lights on it. Which seem to work but no really correctly. code we use for the lights mLevelNode->setMaterialFlag( video::EMF_LIGHTING, true ); mLevelNode->setMaterialType( video::EMT_LIGHTMAP_LIGHTI...
by Scripter
Wed Feb 13, 2008 8:52 am
Forum: Project Announcements
Topic: XEffects - (Indoor Soft-Shadows + Post-Processing)
Replies: 179
Views: 71524

Additional light sources Sorry that is difficult without editing the actual shader code, and also it is limited by hardware. For Shader model 3 it will be easy to have lots of lights though. Shader model 2 you can have a few lights but not over 4PCF quality. Anyway this will require some small modif...
by Scripter
Wed Feb 06, 2008 8:47 am
Forum: Beginners Help
Topic: Mesh with Lightmap texture and normal texture
Replies: 1
Views: 163

Mesh with Lightmap texture and normal texture

Im trying to use a lightmap texture in combine with a normal texture for my project. Ive tried alot of different ways //load Mesh scene::IAnimatedMesh* MechWarrior = smgr->getMesh("mech-01_no-vert.X"); node = smgr->addAnimatedMeshSceneNode(MechWarrior); //load texture in different layer no...
by Scripter
Tue Dec 18, 2007 9:25 am
Forum: Advanced Help
Topic: Attaching a mesh(weapon) to a JointNode
Replies: 4
Views: 664

Im working with Irrlicht 1.4 but i think the problem is that the .X file is corrupted in some way. That when the first frame happens it multiplys the bones so that the mountpoint becomes 1.#QNAN0
by Scripter
Mon Dec 17, 2007 3:33 pm
Forum: Advanced Help
Topic: Attaching a mesh(weapon) to a JointNode
Replies: 4
Views: 664

Attaching a mesh(weapon) to a JointNode

Im trying to attach a mesh(which is a weapon) to another mesh(the player) and on player there is a joint node called mount1 which updates and follow the player animation corretly. On the weapon there is a node mountpoint so that u can connect it to the mount1 on the player. Im getting some strange p...