Search found 11 matches

by mtest
Thu Jun 12, 2008 10:32 pm
Forum: Beginners Help
Topic: Int to Shader
Replies: 0
Views: 201

Int to Shader

I needed to pass a uniform ivec2 for a GLSL shader I was playing with (found at http://www.lighthouse3d.com/opengl/ledshader/ ) Alas, I only seem to be able to pass floats, becuase f32 requirement on the 'set constant command' ...

How can I pass a brace of ints?

Also, let us say I Have uniform ...
by mtest
Wed Jun 04, 2008 2:43 am
Forum: Beginners Help
Topic: Mesh to Shader
Replies: 3
Views: 403

Thanks for the (amazingly) prompt reply - always a bonus.
OOPS///
I mean, I can addCubeSceneNode, but I'm not sure how to apply the mesh loaded from that function to the ISceneNode, so I seem for the moment to be stuck with the default 'outputs', like cubes, and spheres.

actually know what ...
by mtest
Wed Jun 04, 2008 2:34 am
Forum: Beginners Help
Topic: Mesh to Shader
Replies: 3
Views: 403

Mesh to Shader

I was wondering how exactly I might pass a mesh to a shader, and derive a matrix, as I can do with textures, for say, blending.

Also, the only way I can even achieve this is if the texture has already been associated with the node itself, you know, setMaterialTexture(0,1,...
as I'm not sure how to ...
by mtest
Wed Jun 04, 2008 2:03 am
Forum: Advanced Help
Topic: strange shader attempt
Replies: 5
Views: 2465

node->setMaterialTexture(0,driver->getTexture
node->setMaterialTexture(1,driver->getTexture

and then the callback should pass irr:s32's to the shader, and interpret them with
vec4 texval1 = texture2D(myTexture0, gl_TexCoord[0])
whereas
gl_TexCoord[0] = gl_MultiTexCoord0;

If you were trying to pass ...
by mtest
Wed Jun 04, 2008 1:54 am
Forum: Beginners Help
Topic: Shader question(solved)
Replies: 2
Views: 417

addHighLevelShaderMaterial(

And watch that cast at the end(the solid or transparent modes in the example on the main tutorials).
by mtest
Mon May 26, 2008 8:32 pm
Forum: Advanced Help
Topic: Lightmap and AlphaChannel for a material.
Replies: 9
Views: 1009

Sorry it took so long. My dad's just gotten home from the hospital, and I was getting really, really sick of trying to figure this out, but I had the same problem.

Still, you are correct. I solved the problem for me with this glorious line of code:

newMaterialType1 = gpu ...
by mtest
Sat May 24, 2008 2:39 pm
Forum: Advanced Help
Topic: Lightmap and AlphaChannel for a material.
Replies: 9
Views: 1009

http://www.clockworkcoders.com/oglsl/tutorial7.htm

This may be something of the nature you are looking for.

Not to suggest that internal shading is the only POSSIBLE way to do it, but I can't say.
by mtest
Thu Feb 21, 2008 7:59 pm
Forum: Beginners Help
Topic: Apparent IrrEdit-Irrlicht Display Discrepency
Replies: 5
Views: 375

Gracias

I simply moved to 1.4 and that solved the sphere problem. I've yet to upgrade openGL, but I'll try it sometime soon.

I saw the square and its hypotenuse in wire frame mode.

Snow days are AWESOME! Though you know how back in the prop days planes would occasionally be catapulted into an airborne ...
by mtest
Thu Feb 21, 2008 12:17 am
Forum: Beginners Help
Topic: Apparent IrrEdit-Irrlicht Display Discrepency
Replies: 5
Views: 375

Thanks Again. While I have the time, I'll endeavor to do address this now...

it definitely sounds like the problem.
by mtest
Wed Feb 20, 2008 11:18 pm
Forum: Beginners Help
Topic: Apparent IrrEdit-Irrlicht Display Discrepency
Replies: 5
Views: 375

Gladly! I presume you won't mind my emailing the entire project directory.

I'll include a screen shot in the event you don't duplicate the error. Please forgive my messy files. Still, all spheres seem to show the behavior.

Err... And the type of mesh? I was just using the default sphere node ...
by mtest
Mon Feb 18, 2008 9:07 pm
Forum: Beginners Help
Topic: Apparent IrrEdit-Irrlicht Display Discrepency
Replies: 5
Views: 375

Apparent IrrEdit-Irrlicht Display Discrepency

Forgive me if this is relating to some trivial aspect of my ignorance, but I have noticed that when I use IrrEdit (1.4alpha, I believe) to wrap a 'flat-map' of the world around a simple sphere, it works fine. When however, Irrlicht 1.3 compiles into full-screen mode, the globe somehow becomes a ...