Search found 54 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Aug 05, 2009 11:04 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089
- Wed Aug 05, 2009 10:02 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089
- 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...
- 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...
- 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...
- Tue Aug 04, 2009 2:17 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089
- Sun Aug 02, 2009 4:51 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089
- Sun Aug 02, 2009 4:11 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089
- Sun Aug 02, 2009 8:32 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2089