Search found 34 matches

by Xplod
Sun Aug 03, 2008 8:48 am
Forum: Project Announcements
Topic: Realistic water scene node
Replies: 255
Views: 274726

JRS, please open another topic and don't double-post, use edit !...

And of course, the SteelS OpenGL version doesn't work on ATi...
by Xplod
Wed Jul 30, 2008 12:57 pm
Forum: Advanced Help
Topic: Exchange click event between buttons
Replies: 5
Views: 490

If I understand correctly, just do a simple bool which becomes "true" when a button is pressed... Then, if it is, don't hover other buttons...
by Xplod
Sat Jul 19, 2008 8:47 am
Forum: Advanced Help
Topic: Arras Terrain scenenode and Irrlicht collisions
Replies: 3
Views: 584

I think my solution will be easier : I'll make a collision class which does collisions for both terrain and objects on it. So I set a CollisionResponseAnimator on the object with a very low gravity to check if the object collides with other objects than the terrain, and I create my own slope detecti...
by Xplod
Fri Jul 18, 2008 2:40 pm
Forum: Advanced Help
Topic: Fog problem
Replies: 7
Views: 883

What shadows have to do with terrains ? To enable fog on your nodes, just do node->setMaterialFlag(EMF_FOG_ENABLE, true); (or EMF_FOG_ENABLED, I don't remember exactly). Edit : Sorry, I just saw your edit. So, do something like : for (i = 0; i < node->getMaterialCount(); i++) { node->getMaterial(i)....
by Xplod
Fri Jul 18, 2008 12:34 pm
Forum: Advanced Help
Topic: Arras Terrain scenenode and Irrlicht collisions
Replies: 3
Views: 584

Arras Terrain scenenode and Irrlicht collisions

Hello everybody,

I wonder if it's possible to use Irrlicht's collision system with arras terrain scene node ? And how ? I checked and there's no way get terrain mesh to create an OctTreeTriangleSelector or something like that.

Can someone help me?
by Xplod
Thu Jul 03, 2008 12:58 pm
Forum: Advanced Help
Topic: Object rotation at camera look at direction
Replies: 13
Views: 3194

node->setRotation(camera->getRotation());

I suppose
by Xplod
Thu Jul 03, 2008 10:19 am
Forum: Advanced Help
Topic: 7 layers material problem
Replies: 3
Views: 532

That's why I created a new material. I also changed the "MAX_MATERIAL_LAYERS" constant from SMaterial.h.
It must be possible to do it! Or a way to pass more than 4 textures to a shader at least
by Xplod
Thu Jul 03, 2008 9:57 am
Forum: Advanced Help
Topic: 7 layers material problem
Replies: 3
Views: 532

7 layers material problem

Hi all, I'm currently doing a 7-layers material for my shader (OpenGL/GLSL). Here's the Material class code : //! Solid 7 layer material renderer class COpenGLMaterialRenderer_SOLID_7_LAYER : public COpenGLMaterialRenderer { public: COpenGLMaterialRenderer_SOLID_7_LAYER(video::COpenGLDriver* d) : CO...
by Xplod
Thu Jun 26, 2008 10:57 am
Forum: Bug reports
Topic: shadow and shader problem
Replies: 1
Views: 451

Hi all, I just found a bug with shadows with latest SVN. Tested with OpenGL. http://img72.imageshack.us/img72/7214/shadowbugvi6.th.jpg The sword is attached to the hand, but the shadow of the sword is away from the shadow of the hand. _______________________________________________ Also, I'm using a...
by Xplod
Sat Jun 21, 2008 7:36 am
Forum: Bug reports
Topic: Texture naming confusion
Replies: 4
Views: 548

I think it would be also better to read files header, so you can name PNG, TGA, BMP, ... files like "MyTexture.texture" and it will be automatically loaded correctly.
by Xplod
Sat Jun 21, 2008 7:35 am
Forum: Advanced Help
Topic: Playing an AVI intro to game
Replies: 1
Views: 783

Just search the forum, there's a lot of topics about playing videos.
by Xplod
Fri Jun 20, 2008 7:13 pm
Forum: Bug reports
Topic: Texture naming confusion
Replies: 4
Views: 548

Texture naming confusion

Hi all, I just found a small bug in texture loading. Try to load a file named : "sword.tga.png". It's originally a PNG file, but Irrlicht will recognize it as a TGA file (Unsupported TGA format). I think the bug is that the texture extension is checked after the FIRST dot, and not before t...
by Xplod
Thu Jun 19, 2008 11:29 am
Forum: Code Snippets
Topic: Disable/Enable a ShadowVolumeSceneNode
Replies: 3
Views: 1995

Oh yeah, I must sleep more... I didn't saw it at all ! I was searching for something that could replace ->remove(); because myShadow->remove(); doesn't work...
by Xplod
Thu Jun 19, 2008 11:03 am
Forum: Code Snippets
Topic: Disable/Enable a ShadowVolumeSceneNode
Replies: 3
Views: 1995

Another little change to enhance performances :

CShadowVolumeSceneNode.cpp

Code: Select all

AFTER 
void CShadowVolumeSceneNode::OnRegisterSceneNode()
{


ADD
	if (!Enabled)
		return;

by Xplod
Thu Jun 19, 2008 10:54 am
Forum: Code Snippets
Topic: Disable/Enable a ShadowVolumeSceneNode
Replies: 3
Views: 1995

Disable/Enable a ShadowVolumeSceneNode

I'm currently using ShadowVolumeSceneNode, and found that there is no way to disable or delete a Shadow as soon as you use ->addShadowVolumeSceneNode(); So I made a small change in IShadowVolumeSceneNode/CShadowVolumeSceneNode files, a setEnabled function, to enable or disable the rendering of a sha...