Search found 126 matches

by Lambda
Wed May 22, 2013 10:46 pm
Forum: Bug reports
Topic: Bug in buildProjectionMatrixOrthoR/LH?
Replies: 0
Views: 962

Bug in buildProjectionMatrixOrthoR/LH?

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/l...
by Lambda
Sat Apr 27, 2013 11:28 am
Forum: Beginners Help
Topic: How much C++
Replies: 8
Views: 855

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 e...
by Lambda
Thu Mar 28, 2013 1:12 pm
Forum: Off-topic
Topic: Spanish people?
Replies: 25
Views: 4742

Re: Spanish people?

Otro reportandose por aqui :D
by Lambda
Tue Mar 19, 2013 5:45 pm
Forum: Advanced Help
Topic: Problem with octree node
Replies: 4
Views: 666

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: :mrg...
by Lambda
Mon Mar 18, 2013 9:32 pm
Forum: Advanced Help
Topic: Understanding Irrlicht Animation inner workings
Replies: 4
Views: 625

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 po...
by Lambda
Sun Mar 17, 2013 4:36 pm
Forum: Advanced Help
Topic: Understanding Irrlicht Animation inner workings
Replies: 4
Views: 625

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 ...
by Lambda
Fri Mar 15, 2013 6:21 am
Forum: Advanced Help
Topic: Understanding Irrlicht Animation inner workings
Replies: 4
Views: 625

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 transf...
by Lambda
Wed Mar 13, 2013 1:36 pm
Forum: Advanced Help
Topic: Problem with octree node
Replies: 4
Views: 666

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 fir...
by Lambda
Tue Mar 12, 2013 9:23 pm
Forum: Advanced Help
Topic: Problem with octree node
Replies: 4
Views: 666

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 g...
by Lambda
Sun Jan 31, 2010 10:50 pm
Forum: Advanced Help
Topic: How to read a password protected zip file
Replies: 27
Views: 4147

Isn't that a little too obvious? :D Also, I don't understand why the exact source code is visible since the test exe was compiled in release mode (VC++ 2008) with all debug options disabled. http://img109.imageshack.us/img109/9861/testsb.png You see the line because you have the source code in your...
by Lambda
Tue Nov 24, 2009 5:46 pm
Forum: Project Announcements
Topic: Guitarrero, a clone of Frets On Fire
Replies: 18
Views: 6950

Atleast in spain Guitarrero (with the extra R) mean the man that play the guitar.
by Lambda
Sat Nov 21, 2009 9:36 am
Forum: Beginners Help
Topic: CheckBox problem
Replies: 9
Views: 681

ent1ty wrote:Yes, it happens at that line. Debuger: Unhandled exception at 0x00406434 in game.exe: 0xC0000005: Access violation reading location 0x00000000.
It seems to be a null pointer :)
by Lambda
Tue Nov 10, 2009 8:00 pm
Forum: Advanced Help
Topic: Direcional Lightmapping
Replies: 0
Views: 586

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 mo...
by Lambda
Mon Nov 09, 2009 2:46 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358712

Well, i actually only support 4 lights (isn't a problem since i only want to enable the bumpy effect of the near lights, the farther ones will look flat). I'm now trying to get a nice effect that makes the light look like a volumetric one, its so often used in left 4 dead and also get cubemaps worki...
by Lambda
Mon Nov 09, 2009 2:16 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358712

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 :D)

http://img260.imageshack.us/img260/971/56023767.jpg