So how would I go about giving the option to have all these maps or only some of those?
So in a custom material I wanna have a syntax like:
texture {
color "root/textures/bump/color.tga"
bump "root/textures/bump/bump.tga"
lum "root/textures/bump/lum.tga"
opacity "root/textures/bump/opacity.tga ...
Search found 28 matches
- Fri May 23, 2008 12:08 pm
- Forum: Beginners Help
- Topic: Layers of ISceneNode
- Replies: 5
- Views: 337
- Fri May 23, 2008 11:40 am
- Forum: Beginners Help
- Topic: Layers of ISceneNode
- Replies: 5
- Views: 337
Layers of ISceneNode
Hey everyone,
I was going through the list of material types in Irrlicht and it's far less than what I need, though I could use them individually combined with my own shaders.
So if say I want a color map normal map, specular map, opacity map, luminosity map all for one model, can I:
create an ...
I was going through the list of material types in Irrlicht and it's far less than what I need, though I could use them individually combined with my own shaders.
So if say I want a color map normal map, specular map, opacity map, luminosity map all for one model, can I:
create an ...
- Fri May 23, 2008 8:31 am
- Forum: Advanced Help
- Topic: Smooth normals, not!
- Replies: 8
- Views: 806
- Fri May 23, 2008 8:27 am
- Forum: Advanced Help
- Topic: Smooth normals, not!
- Replies: 8
- Views: 806
- Thu May 22, 2008 9:37 pm
- Forum: Advanced Help
- Topic: Smooth normals, not!
- Replies: 8
- Views: 806
- Thu May 22, 2008 9:19 pm
- Forum: Advanced Help
- Topic: Smooth normals, not!
- Replies: 8
- Views: 806
Smooth normals, not!
Hello everyone,
I have been having major issues with smooth normals. I mean, the first time I had the issue, I figured out that it was because of the file format (3DS), so I moved to MD2 and it was working well. Now after that with other shaders I was never able to got the smooth normals to work ...
I have been having major issues with smooth normals. I mean, the first time I had the issue, I figured out that it was because of the file format (3DS), so I moved to MD2 and it was working well. Now after that with other shaders I was never able to got the smooth normals to work ...
- Tue May 20, 2008 5:55 pm
- Forum: Everything 2d/3d Graphics
- Topic: Rendermonkey issue
- Replies: 4
- Views: 2035
- Tue May 20, 2008 3:58 pm
- Forum: Everything 2d/3d Graphics
- Topic: Rendermonkey issue
- Replies: 4
- Views: 2035
- Tue May 20, 2008 8:45 am
- Forum: Everything 2d/3d Graphics
- Topic: Rendermonkey issue
- Replies: 4
- Views: 2035
- Tue May 20, 2008 6:05 am
- Forum: Everything 2d/3d Graphics
- Topic: Rendermonkey issue
- Replies: 4
- Views: 2035
Rendermonkey issue
Hi,
I recently got the hang of RenderMonkey (if you don't know about it, it's a great shader IDE by ATI, free). I wrote the basic directional lighting shader in it, the one below:
uniform mat4 matWorldInverse;
uniform mat4 matWorldTranspose;
uniform vec3 mLightPos;
uniform vec4 mLightDiffuse ...
I recently got the hang of RenderMonkey (if you don't know about it, it's a great shader IDE by ATI, free). I wrote the basic directional lighting shader in it, the one below:
uniform mat4 matWorldInverse;
uniform mat4 matWorldTranspose;
uniform vec3 mLightPos;
uniform vec4 mLightDiffuse ...
- Mon May 19, 2008 2:50 pm
- Forum: Advanced Help
- Topic: FPS Camera setting position
- Replies: 2
- Views: 753
- Mon May 19, 2008 1:30 pm
- Forum: Advanced Help
- Topic: FPS Camera setting position
- Replies: 2
- Views: 753
FPS Camera setting position
Hi everyone.
I was looking at the code of CCameraFPSSceneNode. I want to handle movement on my own so I use my own position component.
Here is parts of my code:
This one is from the update() function of my CameraFPS.
if( Flag[FLAG_INIRRSCENE] )
{
//Update the direction of Position component ...
I was looking at the code of CCameraFPSSceneNode. I want to handle movement on my own so I use my own position component.
Here is parts of my code:
This one is from the update() function of my CameraFPS.
if( Flag[FLAG_INIRRSCENE] )
{
//Update the direction of Position component ...
- Thu May 15, 2008 12:50 pm
- Forum: Beginners Help
- Topic: Own IEventReceiver with FPS camera
- Replies: 1
- Views: 255
Own IEventReceiver with FPS camera
Hi everyone,
I have my own event receiver that I derived from IEventReceiver. If I want to use Irrlicht's FPS camera, do I have to call the movement methods or call for actions such as EKA_MOVE_FORWARD myself? Because when I set the event receiver to my own using:
device->setEventReceiver( this ...
I have my own event receiver that I derived from IEventReceiver. If I want to use Irrlicht's FPS camera, do I have to call the movement methods or call for actions such as EKA_MOVE_FORWARD myself? Because when I set the event receiver to my own using:
device->setEventReceiver( this ...
- Sat May 10, 2008 8:36 pm
- Forum: Advanced Help
- Topic: diffuse/lightmap/normalmap
- Replies: 1
- Views: 534
diffuse/lightmap/normalmap
Hi everyone,
I'm still trying to get the hang of material handling of Irrlicht.
How would one go about having a diffuse, lightmap and bumpmap for an
animated mesh with the scene node pointer of the type IAnimatedMeshSceneNode?
Also ISceneNode has the getMaterial(count); function with a max value ...
I'm still trying to get the hang of material handling of Irrlicht.
How would one go about having a diffuse, lightmap and bumpmap for an
animated mesh with the scene node pointer of the type IAnimatedMeshSceneNode?
Also ISceneNode has the getMaterial(count); function with a max value ...
- Wed Apr 30, 2008 12:32 am
- Forum: Advanced Help
- Topic: GLSL Shader
- Replies: 1
- Views: 497


