JRS, please open another topic and don't double-post, use edit !...
And of course, the SteelS OpenGL version doesn't work on ATi...
Search found 34 matches
- Sun Aug 03, 2008 8:48 am
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 274726
- Wed Jul 30, 2008 12:57 pm
- Forum: Advanced Help
- Topic: Exchange click event between buttons
- Replies: 5
- Views: 490
- 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...
- 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)....
- 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?
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?
- Thu Jul 03, 2008 12:58 pm
- Forum: Advanced Help
- Topic: Object rotation at camera look at direction
- Replies: 13
- Views: 3194
- Thu Jul 03, 2008 10:19 am
- Forum: Advanced Help
- Topic: 7 layers material problem
- Replies: 3
- Views: 532
- 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...
- 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...
- Sat Jun 21, 2008 7:36 am
- Forum: Bug reports
- Topic: Texture naming confusion
- Replies: 4
- Views: 548
- Sat Jun 21, 2008 7:35 am
- Forum: Advanced Help
- Topic: Playing an AVI intro to game
- Replies: 1
- Views: 783
- 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...
- Thu Jun 19, 2008 11:29 am
- Forum: Code Snippets
- Topic: Disable/Enable a ShadowVolumeSceneNode
- Replies: 3
- Views: 1995
- 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
CShadowVolumeSceneNode.cpp
Code: Select all
AFTER
void CShadowVolumeSceneNode::OnRegisterSceneNode()
{
ADD
if (!Enabled)
return;
- 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...