Hello guys,
checking out the functions available by irrlicht to create ortho projection matrices i discovered what could be a bug based on the MSDN documentation.
The line M[14] = (T)(zNear/(zFar-zNear)); should actually be M[14] = (T)(-zNear/(zFar-zNear)); based on http://msdn.microsoft.com/en-us ...
Search found 126 matches
- Wed May 22, 2013 10:46 pm
- Forum: Bug reports
- Topic: Bug in buildProjectionMatrixOrthoR/LH?
- Replies: 0
- Views: 1150
- Sat Apr 27, 2013 11:28 am
- Forum: Beginners Help
- Topic: How much C++
- Replies: 8
- Views: 1960
Re: How much C++
On my opinion the hardest part to program in C++ or any other language is not knowing the language itself but knowing how to design your software, in order to use irrlicht and not run in a endless loop of crashes and circular dependencies you will need a decent level in C++ and software design, an ...
- Thu Mar 28, 2013 1:12 pm
- Forum: Off-topic
- Topic: Spanish people?
- Replies: 25
- Views: 6370
Re: Spanish people?
Otro reportandose por aqui 
- Tue Mar 19, 2013 5:45 pm
- Forum: Advanced Help
- Topic: Problem with octree node
- Replies: 4
- Views: 832
Re: Problem with octree node
Yes, the problem had been with 32bit indices. But IMHO we resolved all those problems... Not sure about the textures.
Well today i started to debug the black textures problem and found why.. looks like the EMT_SOLID adds up the vertex color to the final result and i had them set to black :lol ...
Well today i started to debug the black textures problem and found why.. looks like the EMT_SOLID adds up the vertex color to the final result and i had them set to black :lol ...
- Mon Mar 18, 2013 9:32 pm
- Forum: Advanced Help
- Topic: Understanding Irrlicht Animation inner workings
- Replies: 4
- Views: 963
Re: Understanding Irrlicht Animation inner workings
Well i dont know much of it yet but i will have to deal quite a bit with it soon since i have plans to rewrite it from scratch to add support for animation tracks, vertex and skeletal animations together, hardware skinning and other stuffs im on need for the project im working on so i will try to ...
- Sun Mar 17, 2013 4:36 pm
- Forum: Advanced Help
- Topic: Understanding Irrlicht Animation inner workings
- Replies: 4
- Views: 963
Re: Understanding Irrlicht Animation inner workings
I answer myself since nobody did, after doing some more research it looks that i was right, LocalMatrix is the transform of the bone relative to its parent, globalmatrix is then built by the CSkinnedMesh iself based on the bone and their parents LocalMatrices, same apply for position/scale/rotation ...
- Fri Mar 15, 2013 6:21 am
- Forum: Advanced Help
- Topic: Understanding Irrlicht Animation inner workings
- Replies: 4
- Views: 963
Understanding Irrlicht Animation inner workings
Hello,
I'm trying to understand how the internals of the irrlicht skinned mesh animation system actually works, by reading the code of the loaders i guess i figured out what exactly each matrix represents, however i would love if someone can confirm my thoughts.
Joint LocalMatrix contains the ...
I'm trying to understand how the internals of the irrlicht skinned mesh animation system actually works, by reading the code of the loaders i guess i figured out what exactly each matrix represents, however i would love if someone can confirm my thoughts.
Joint LocalMatrix contains the ...
- Wed Mar 13, 2013 1:36 pm
- Forum: Advanced Help
- Topic: Problem with octree node
- Replies: 4
- Views: 832
Re: Problem with octree node
Well im using the 1.8 version published at the main page, something i've also noticed is that if i set my material to EMT_SOLID textures doesn't render at all, i have to set EMT_LIGHTMAP for them to render which is weird ... i dont know if im missing something on the loading code but this is the ...
- Tue Mar 12, 2013 9:23 pm
- Forum: Advanced Help
- Topic: Problem with octree node
- Replies: 4
- Views: 832
Problem with octree node
Hello guys,
I've been working on a custom mesh format, i've got the max exporter done and the basic of the irrlicht loader for it, however im having some issues when rendering the resulting mesh as an octree.
If i add the mesh as a normal mesh node it does render without any problem, texture looks ...
I've been working on a custom mesh format, i've got the max exporter done and the basic of the irrlicht loader for it, however im having some issues when rendering the resulting mesh as an octree.
If i add the mesh as a normal mesh node it does render without any problem, texture looks ...
- Sun Jan 31, 2010 10:50 pm
- Forum: Advanced Help
- Topic: How to read a password protected zip file
- Replies: 27
- Views: 4898
- Tue Nov 24, 2009 5:46 pm
- Forum: Project Announcements
- Topic: Guitarrero, a clone of Frets On Fire
- Replies: 18
- Views: 8651
- Sat Nov 21, 2009 9:36 am
- Forum: Beginners Help
- Topic: CheckBox problem
- Replies: 9
- Views: 1123
- Tue Nov 10, 2009 8:00 pm
- Forum: Advanced Help
- Topic: Direcional Lightmapping
- Replies: 0
- Views: 721
Direcional Lightmapping
I have been integrating bumped lightmaps the last days for a project i'm working on, however, it looks strange on some situations since what i do is blend the dot3 product of the normal map along with the position of the light when the lightmap was generated, it looks so good for 1 light but when ...
- Mon Nov 09, 2009 2:46 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 523751
- Mon Nov 09, 2009 2:16 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 523751
New update to the shader, it looks a bit better now (i've managed to blend all lights together with a good looking bump style
)
http://img260.imageshack.us/img260/971/56023767.jpg
http://img260.imageshack.us/img260/971/56023767.jpg