Search found 26 matches

by kjkrum
Tue May 25, 2010 3:24 am
Forum: Advanced Help
Topic: Terrain Texture Splatting
Replies: 45
Views: 29375

Looks wonderful! Can't wait to see the code.
by kjkrum
Fri May 14, 2010 4:48 am
Forum: Code Snippets
Topic: CircleScrollBar for Irr
Replies: 13
Views: 2718

"Open source" means nothing without a license. You need to specify how people are allowed to use your source. Like, can I put this in a commercial project? Do I need to share the source of my project if I use this? Legally, nobody can do anything with your code unless you license it. These...
by kjkrum
Fri May 07, 2010 12:11 am
Forum: Beginners Help
Topic: Galaxy generation
Replies: 5
Views: 621

There have been some interesting threads about modeling planet surfaces. Unfortunately I didn't bookmark them... search should turn them up. If scientific accuracy isn't one of your goals, I wouldn't even bother with Newtonian physics. Make the orbits circular and be done with it. The part that soun...
by kjkrum
Fri Apr 09, 2010 5:24 pm
Forum: Beginners Help
Topic: Linux Software and Opengl
Replies: 2
Views: 334

For #2, google 'opengl framebuffer'. Also, something you might not be aware of is that an X server runs on a client machine, and an X client runs on the server machine. It seems backwards, but the "service" an X server provides is drawing on a screen. Your Irrlicht app is an X client. Mayb...
by kjkrum
Tue Apr 06, 2010 1:40 am
Forum: Beginners Help
Topic: Problem with Linux/OpenGL
Replies: 5
Views: 461

I would look up the feature list for that driver and see if it supports GLSL at all.
by kjkrum
Fri Apr 02, 2010 11:54 pm
Forum: Advanced Help
Topic: Terrain Texture Splatting
Replies: 45
Views: 29375

@freetimecoder: That first snippet you posted looks like what I want to do. But I don't know where that code would go. Did you create your own scene node type and put that in the render() method?
by kjkrum
Fri Apr 02, 2010 9:33 pm
Forum: Beginners Help
Topic: Multipass rendering of terrains.
Replies: 1
Views: 498

I'm interested in this as well. Are there actually any alternatives to multipass rendering, other than using custom shaders? My understanding of EMT_SOLID_2_LAYER is that the base texture is always rendered at 100% alpha, and then the second texture is blended over it based on the vertex alpha. So e...
by kjkrum
Wed Mar 31, 2010 10:32 am
Forum: Beginners Help
Topic: Blending three or more textures
Replies: 0
Views: 677

Blending three or more textures

Is the method arras describes here the only way to blend more than two textures without using custom shaders? http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=37696 While we're on the subject, I'm not entirely sure blending multiple textures is the best solution to my problem. I'm working with...
by kjkrum
Tue Mar 30, 2010 6:16 am
Forum: Beginners Help
Topic: Making meshes suitable for texture blending
Replies: 6
Views: 617

To blend more than two textures, do I need to do something like what arras describes here?

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=37696
by kjkrum
Tue Mar 30, 2010 12:22 am
Forum: Beginners Help
Topic: Making meshes suitable for texture blending
Replies: 6
Views: 617

BTW, the docs say that EMT_SOLID_2_LAYER isn't implemented for OpenGL, but that's what I'm using.
by kjkrum
Mon Mar 29, 2010 11:36 pm
Forum: Beginners Help
Topic: Making meshes suitable for texture blending
Replies: 6
Views: 617

[complete edit] Turns out it is, in fact, working more or less how I expected. I just didn't expect it to blend all the way across the poly. The two textures I was using had very different amounts of contrast, so the blending was difficult to see. It's more clear with different textures: http://www....
by kjkrum
Fri Mar 26, 2010 1:20 am
Forum: Beginners Help
Topic: local variables used to create mesh... kaboom?
Replies: 2
Views: 321

Awesome, thanks.
by kjkrum
Fri Mar 26, 2010 12:25 am
Forum: Beginners Help
Topic: local variables used to create mesh... kaboom?
Replies: 2
Views: 321

local variables used to create mesh... kaboom?

Say this code is in a function: core::vector3df v0 = core::vector3df(-1, 1, -1); // other vectors SMeshBuffer* buffer = new SMeshBuffer(); buffer->Vertices.push_back(video::S3DVertex(v0, n0, clr, t0)); // other vertices SMesh* mesh = new SMesh; mesh->addMeshBuffer(buffer); // blah blah return mesh; ...
by kjkrum
Tue Mar 16, 2010 4:43 pm
Forum: Beginners Help
Topic: Making meshes suitable for texture blending
Replies: 6
Views: 617

Isn't there some way to set up a material so that it has multiple layers of textures, and then vary how they're blended in each triangle by changing the alpha component of the vertex colors? I'm not interested in exactly how to do that yet... just whether something like that can be done.
by kjkrum
Tue Mar 16, 2010 12:37 pm
Forum: Beginners Help
Topic: Making meshes suitable for texture blending
Replies: 6
Views: 617

Making meshes suitable for texture blending

I just finished my first trivial Irrlicht demo: a fully UV-mapped and textured cube. Thanks to all who answered my noob questions! I'm a long way from writing a game (actually, my goal is just a UI mockup for a game) but I'm having fun learning stuff. My next step will be writing functions to genera...