Search found 37 matches

by ghiboz
Thu Apr 10, 2008 8:27 am
Forum: Beginners Help
Topic: parallax mapping
Replies: 2
Views: 217

I tried to remove the planar.. this is the result:
Image

if I use the default texture ( not parallax ) the map is ok:
Image
by ghiboz
Thu Apr 10, 2008 7:47 am
Forum: Beginners Help
Topic: parallax mapping
Replies: 2
Views: 217

parallax mapping

hi all! I have this problem with the parallax map... http://img2.freeimagehosting.net/uploads/aa0d759cee.jpg here is my code to do this: Smgr->getMeshManipulator()->makePlanarTextureMapping( groundMeshes[i]->getMesh(0), 0.003f ); video::ITexture* colorMap = Driver->getTexture( "rockwall.bmp&quo...
by ghiboz
Tue Apr 08, 2008 1:51 pm
Forum: Project Announcements
Topic: irrCg v0.8 (Initial) - CgFX (Texture States, MultiPass etc.)
Replies: 227
Views: 113415

hi all!
where I can find the irrCG???

thanks in advance
ghiboz
by ghiboz
Tue Mar 11, 2008 1:48 pm
Forum: Beginners Help
Topic: culling problem
Replies: 4
Views: 280

The skybox is actually very close to the camera. It is rendered first, centred around the camera (and so never actually moves, you can't get closer to it) and then everything else is rendered on top of it. You could do something similar with your sun, don't actually render it at a far distance, but...
by ghiboz
Tue Mar 11, 2008 12:53 pm
Forum: Beginners Help
Topic: culling problem
Replies: 4
Views: 280

culling problem

hi all! I have this problem: I have some far objects that aren't rendered 'cause are too far (and this is ok).... If I suppose to add a billboard that represents the sun, and so I put it far from my camera... is possible mantain the culling set to x and force the draw for the billboard like the skyb...
by ghiboz
Tue Mar 11, 2008 9:22 am
Forum: Beginners Help
Topic: transparent texture
Replies: 17
Views: 1059

This is once more a problem with the hard-coded zbuffer disabling, that was reintroduced in 1.4. Please remove the lines with ZWriteEnable=false in the MaterialRenderer files. You'll have to take care for proper setting of that flag for billboards etc. thanks mate... you're helping me very much!!!!...
by ghiboz
Tue Mar 11, 2008 7:16 am
Forum: Beginners Help
Topic: IAnimatedMesh in IAnimatedMeshSceneNode
Replies: 10
Views: 365

hybrid wrote:No, you only have *one* per scene node. Simply use many scene nodes.
yes, but can I have 1 main animatedscenenode (empty) and many animatedscenenodes with one mesh inside??

thanks mate!
by ghiboz
Mon Mar 10, 2008 10:26 pm
Forum: Beginners Help
Topic: transparent texture
Replies: 17
Views: 1059

if i set the lighting material to false, works correctly with the buliding (that have lighting =true)but gives same error with the other trees object... thanks! :wink: i tried to change all the textures from tga with alpha channel to png with transparent zones, now the problem is only an object with...
by ghiboz
Mon Mar 10, 2008 10:00 pm
Forum: Beginners Help
Topic: transparent texture
Replies: 17
Views: 1059

transparent texture

Hi all! I have this problem: I have some trees bult with 2 planes and the texture use the alpha channel to determine the transparent zone... first impression seems to work: http://www.freeimagehosting.net/uploads/7262db7dbf.jpg but if i move on the right, and the trees are between the camera and the...
by ghiboz
Mon Mar 10, 2008 9:31 pm
Forum: Beginners Help
Topic: IAnimatedMesh in IAnimatedMeshSceneNode
Replies: 10
Views: 365

hybrid wrote:No, that pointer only contains the latest added animated mesh scene node. Simply because that's the way C++ handles such stuff :lol:
ok, but what's the best way to do?
I have many animatedmesh to insert in one or more animatedmeshscenenode...
thanks
by ghiboz
Mon Mar 10, 2008 8:47 pm
Forum: Beginners Help
Topic: IAnimatedMesh in IAnimatedMeshSceneNode
Replies: 10
Views: 365

thanks for your replies: I explain better... I made my personal file importer and I have this: IAnimatedMeshSceneNode* gbzNode = 0; for( int gm = 0; gm < gbzMeshes.size(); gm ++ ) { IAnimatedMesh* mesh = readStaticMesh( gm ); gbzNode = Smgr->addAnimatedMeshSceneNode( mesh ); } return gbzNode; gbzNod...
by ghiboz
Mon Mar 10, 2008 2:52 pm
Forum: Beginners Help
Topic: IAnimatedMesh in IAnimatedMeshSceneNode
Replies: 10
Views: 365

IAnimatedMesh in IAnimatedMeshSceneNode

Hi!
I have a IAnimatedMeshSceneNode that contains IAnimatedMesh as child.
How can I cycle across the childrens?
I tried with ->getChildren but retrieve a IMesh and my node contains only animated meshes

thanks :wink:
by ghiboz
Mon Mar 10, 2008 2:51 pm
Forum: Beginners Help
Topic: light problem
Replies: 6
Views: 241

hybrid wrote:EMF_LIGHTING has to be true in order to receive light. light scene nodes shouldn't have EMF_LIGHTING enabled.
ok! tried and now works!!!

thanks for all! :wink:
by ghiboz
Mon Mar 10, 2008 12:17 pm
Forum: Beginners Help
Topic: light problem
Replies: 6
Views: 241

do you want the node to be using the light you added? Shoulsnt you use node->setMaterialFlag(video::EMF_LIGHTING, true); //enable light Or did i misunderstand you maybe. changes nothing, but the lighting flag is not only for the material that you want to make a light, not a "light recever"...
by ghiboz
Mon Mar 10, 2008 11:48 am
Forum: Beginners Help
Topic: light problem
Replies: 6
Views: 241

Well, your box (ground) is not textured. Thus, it's drawn white. That pretty much seems the problem. Give it a texture! thanks, i've added this: ground->setMaterialTexture(0, Driver->getTexture("detailmap3.jpg")); but is the samething (except that now the ground has a texture and isn't wh...