Search found 54 matches

by sobieh
Wed May 05, 2010 8:29 pm
Forum: Advanced Help
Topic: Geometry shader
Replies: 15
Views: 2071

1. No material file support to load shaders dynamicly 2. No FX file effect support (loading and compiling frag/vert/geo shaders separately for each material on dx10 is ridiculous ... its 2010 :F) 3. No multi vertex buffers + multi vertex format definitions (really handy for geoshaders) ... As far ev...
by sobieh
Wed May 05, 2010 8:04 pm
Forum: Advanced Help
Topic: Geometry shader
Replies: 15
Views: 2071

DirectX10 doesnt support FixedPipeline anymore so it would be really hard to implement it to Irrlicht without loosing most the performance in pipeline emulation. This wouldn't be true for modern graphics cards, which anyone using DirectX 10 would be developing for. In fact, I'd bet it would run fas...
by sobieh
Wed May 05, 2010 10:44 am
Forum: Advanced Help
Topic: Geometry shader
Replies: 15
Views: 2071

DirectX10 doesnt support FixedPipeline anymore so it would be really hard to implement it to Irrlicht without loosing most the performance in pipeline emulation. Well irrlicht could gain alot of performance by dropping the FixedPipeline in DX9 (you could avoid thons of matrices switching for each sh...
by sobieh
Sun Jan 03, 2010 4:51 pm
Forum: Bug reports
Topic: [fixed]Orge .skeleton animation loading bug and fix
Replies: 1
Views: 554

[fixed]Orge .skeleton animation loading bug and fix

I have read hybrid post saying Ogre animations are not supported due to some wrong data when reading keyframes so here we go: First of all the Keyframe loader reads keyframe data in wrong order: COgreMeshFileLoader::loadSkeleton // Wrong order readFloat(file, data, &keyframe.Time); keyframe.Time...
by sobieh
Wed Aug 05, 2009 6:02 pm
Forum: Advanced Help
Topic: Animated Lights + getDynamicLight bug ?
Replies: 1
Views: 445

Animated Lights + getDynamicLight bug ?

I have noticed that all dynamic lights are sorted by distance between them and the camera by code: CSceneManager.cpp ... if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); } else { // Sort the lights by distance from the camera core::vector3df camWorldPos(0, 0, 0); if(ActiveC...
by sobieh
Wed Aug 05, 2009 12:32 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

I guess that my understanding skills is levels above your skills Im sure they are. I didnt meant English here. Well, as long as you don't find one in the sources, there's none Finally the answer. No im not stubborn. Im not here to argue or fight with anyone. I just wanted to get answers for my ques...
by sobieh
Wed Aug 05, 2009 11:04 am
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

I think the problem with posts clarity comes not from my bad writing but your reading.

Ill make it simplier:
Hey, do you have HLSL version of your ASM shaders which you used on Irrlich engine ?
Google won't tell me that.
by sobieh
Wed Aug 05, 2009 10:02 am
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

Did i said HLSL or ASM ?
Please read my post again.

For your info:
CD3D9ParallaxMapRenderer.cpp contains Shader ASM not HLSL.
by sobieh
Wed Aug 05, 2009 9:30 am
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

Ok im sorry that i made it not clear enough. I see you added k->frame = kf->Time * framesPerSecond -1 ; Now its fixed. Thanks alot for helping. I have another question (just to not create another thread): Do you know where i can find Irrlicht's NormalMap/ParallaxMap shader made on HLSL ? I dont quit...
by sobieh
Tue Aug 04, 2009 6:37 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

I told that on Post 1 : There is the test.ms3d model (skeleton) : http://www.sendspace.com/file/l18c2n Its only a Skeleton without any Mesh. Its used for skeletal animation of other meshes by EJUOR_CONTROL but its not the point here. The problem is that it animates wrong ... no matter it has mesh or...
by sobieh
Tue Aug 04, 2009 3:07 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

Yes, there's one frame that is completely broken. Just load the file in the mesh viewer, enable skeleton debug and you will see. Yea i already figured out that one frame is broken at First post on this thread ... thats the reason why i created it. Can you tell me what frame is broken and why is tha...
by sobieh
Tue Aug 04, 2009 2:17 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

So ... did you checked it ?
by sobieh
Sun Aug 02, 2009 4:51 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

Its the ony way i can save the MS3D file (MilkShape 1.8.4) so it should be saved correctly.
About *& ... i forgot to add "const" in my variable declaration :P
by sobieh
Sun Aug 02, 2009 4:11 pm
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

I did on rev 2545 and still the same or even worse because frame 0 seems to be empty.
I think there is still some bug causing it.

Btw :
How should i use the CollisionManager with ISceneNode *& ? (preety weird declaration ... at least on MSVC v9).
by sobieh
Sun Aug 02, 2009 8:32 am
Forum: Advanced Help
Topic: Skeletal animation interpolation problem
Replies: 20
Views: 2089

Already tried that. Looks exactly the same.