Search found 67 matches
- Mon Jan 18, 2016 11:57 am
- Forum: Beginners Help
- Topic: How to do rotation?
- Replies: 4
- Views: 1278
Re: How to do rotation?
You can't do it with a rotation matrix. You need a translation matrix to move vecCentral to the origin, then a rotation matrix to rotate the world, then the inverse of the translation matrix to move the origin to vecCentral. I'd be trying to find m.translate() and m.rotate() in the matrix class ...
- Wed Dec 30, 2015 1:33 pm
- Forum: Beginners Help
- Topic: [solved] mesh building is painfully slow & mesh flickers.
- Replies: 13
- Views: 1843
Re: [solved] mesh building is painfully slow & mesh flickers
huh, I guess I'll have to note that down. Although the normal values should be correct - in that they're all -1, 0, or 1. In any case it hardly matters, I'm going for that accurate 80's vibe so no lights :P
If you aren't doing lighting then it doesn't matter. :)
But in case you later decide to use ...
If you aren't doing lighting then it doesn't matter. :)
But in case you later decide to use ...
- Mon Dec 28, 2015 1:39 pm
- Forum: Beginners Help
- Topic: [solved] mesh building is painfully slow & mesh flickers.
- Replies: 13
- Views: 1843
Re: [solved] mesh building is painfully slow & mesh flickers
//These windings should be correct, I'm not sure what Nx, Ny, Nz do so I copied them from known good code, and set them to 1 (this code uses increments of 1, the other code uses increments of 2 and has them set to 2
video::S3DVertex(x-0 , 1 , y+0, -1, 1,-1, c, 0,0),
Nx, Ny and Nz forms the ...
video::S3DVertex(x-0 , 1 , y+0, -1, 1,-1, c, 0,0),
Nx, Ny and Nz forms the ...
- Mon Dec 28, 2015 1:23 pm
- Forum: Beginners Help
- Topic: .obj import triangulation problem
- Replies: 12
- Views: 2304
Re: .obj import triangulation problem
If you need a simple algorithm for turning concave polygons into triangles, have a look at Ear Clipping: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
Although be careful searching youtube or google image search for it, you'll get videos/pics of dogs having their ears ...
Although be careful searching youtube or google image search for it, you'll get videos/pics of dogs having their ears ...
- Sat Sep 26, 2015 10:11 am
- Forum: Open Discussion and Dev Announcements
- Topic: GLSL, CG, HLSL, FX, CGFX and CUDA
- Replies: 16
- Views: 7384
Re: GLSL, CG, HLSL, FX, CGFX and CUDA
No, you were right. Cone Step is just another alternative that not many people use. I've never heard of a game using CSM (due to previous patent issues I'd guess) but a ton use Parallax Offset / Steep Parallax / Relief mapping.
Normal mapping distorts the surface normal to affect lighting.
Parallax ...
Normal mapping distorts the surface normal to affect lighting.
Parallax ...
- Sat Sep 26, 2015 10:00 am
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2910
Re: Multiply color (particle system). Dark smoke?
It's put in the BlendOperation member of the SMaterial class.suliman wrote:2. Maybe EBO_SUBTRACT could be used? But i dont know how to pass it, and to what function. Care to help me out a bit?
I don't actually know where to use the SMaterial though, I'm not actually an Irrlicht user.
- Sat Sep 26, 2015 2:02 am
- Forum: Open Discussion and Dev Announcements
- Topic: CMake build system for Irrlicht
- Replies: 16
- Views: 7490
Re: CMake build system for Irrlicht
Another interesting one is FastBuild. http://www.fastbuild.org/docs/home.html
It can do automatic unity builds (not unity the game engine, I mean the c++ project organisation technique that can dramatically speed up builds), distributed network builds, etc.
I've found it rather tricky to use though ...
It can do automatic unity builds (not unity the game engine, I mean the c++ project organisation technique that can dramatically speed up builds), distributed network builds, etc.
I've found it rather tricky to use though ...
- Sat Sep 26, 2015 1:57 am
- Forum: Beginners Help
- Topic: setFarValue Limitation
- Replies: 3
- Views: 873
Re: setFarValue Limitation
A great resource for near/far plane values is http://www.sjbaker.org/steve/omniv/love ... uffer.html
It has a javascript calculator that lets you enter the near and far values and tells you the precision at different distances.
It has a javascript calculator that lets you enter the near and far values and tells you the precision at different distances.
- Sat Sep 26, 2015 1:48 am
- Forum: Beginners Help
- Topic: Multiply color (particle system). Dark smoke?
- Replies: 13
- Views: 2910
Re: Multiply color (particle system). Dark smoke?
You could also try using subtractive blending by setting the blend operation to EBO_SUBTRACT.
The same kind of texture as in additive (black areas have no effect) will now get darker as more of them overlap, giving a dark smoke.
(Modulative (multiply) and subtractive will look a bit different ...
The same kind of texture as in additive (black areas have no effect) will now get darker as more of them overlap, giving a dark smoke.
(Modulative (multiply) and subtractive will look a bit different ...
- Sat Sep 26, 2015 1:27 am
- Forum: Beginners Help
- Topic: Irrlicht far too slow (most likely I'm too dumb)
- Replies: 7
- Views: 1541
Re: Irrlicht far too slow (most likely I'm too dumb)
I'm only rendering 1200 cubes (each cube has 12 triangles thus 14400 triangles in total)
Actually it looks like double that. Each side of the cube is being rendered with 4 triangles (two front facing, two back facing), so there's 24 triangles per cube and effectively no back face culling happening ...
Actually it looks like double that. Each side of the cube is being rendered with 4 triangles (two front facing, two back facing), so there's 24 triangles per cube and effectively no back face culling happening ...
- Sat Sep 26, 2015 12:43 am
- Forum: Open Discussion and Dev Announcements
- Topic: CMake build system for Irrlicht
- Replies: 16
- Views: 7490
Re: CMake build system for Irrlicht
I've not figured out a way around that yet unfortunately. (edit: my hope is that premake might allow for it, but I haven't found time yet to learn that)
Premake does have relative paths.
I've started using it for my own stuff recently. I can just go to a command prompt and type "premake5 vs2013 ...
Premake does have relative paths.
I've started using it for my own stuff recently. I can just go to a command prompt and type "premake5 vs2013 ...
- Fri Sep 25, 2015 11:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: GLSL, CG, HLSL, FX, CGFX and CUDA
- Replies: 16
- Views: 7384
Re: GLSL, CG, HLSL, FX, CGFX and CUDA
This CG shader is very similar to Normal Parallax Mapping with two big differences
namely "Specularity" (in a primitive form) and "Self Shadowing" (also quite primitive)
rendered at remarkable speed.
One that I really like is Cone Step Mapping. It's like parallax occlusion mapping, but used to ...
namely "Specularity" (in a primitive form) and "Self Shadowing" (also quite primitive)
rendered at remarkable speed.
One that I really like is Cone Step Mapping. It's like parallax occlusion mapping, but used to ...
- Fri Sep 25, 2015 3:01 pm
- Forum: Advanced Help
- Topic: Bump mapping for Animated meshes
- Replies: 248
- Views: 70155
Re: Bump mapping for Animated meshes
As Nvidia's own CG documentation says:
NVIDIA and Microsoft collaborated to develop the Cg language. Microsoft calls its implementation High-Level Shading Language, or HLSL for short. HLSL and Cg are the same language but reflect the different names each company uses to identify the language and ...
NVIDIA and Microsoft collaborated to develop the Cg language. Microsoft calls its implementation High-Level Shading Language, or HLSL for short. HLSL and Cg are the same language but reflect the different names each company uses to identify the language and ...
- Fri Sep 25, 2015 4:23 am
- Forum: Beginners Help
- Topic: Conditional operator if - else
- Replies: 9
- Views: 1610
Re: Conditional operator if - else
and in a pixel shader can affect the use of 'else' ?
I found this on a steep parallax shader:
Coord = (Coord + oldCoord)*0.5;
if( Height < 0.0 )
{
Coord = oldCoord;
}
Is this the optimal way?
Shaders make flow control (like if/else and loops) a bit trickier.
A GPU has a heap (thousands ...
I found this on a steep parallax shader:
Coord = (Coord + oldCoord)*0.5;
if( Height < 0.0 )
{
Coord = oldCoord;
}
Is this the optimal way?
Shaders make flow control (like if/else and loops) a bit trickier.
A GPU has a heap (thousands ...
- Fri Sep 25, 2015 3:50 am
- Forum: Advanced Help
- Topic: Bump mapping for Animated meshes
- Replies: 248
- Views: 70155
Re: Bump mapping for Animated meshes
Vectrotek wrote: If I should make use of "private" messaging more so that all these "Ogre" cats don't get all our trade secrets let me know.

Don't mind me, just passing by...