Search found 28 matches

by Dog-E
Fri May 23, 2008 12:08 pm
Forum: Beginners Help
Topic: Layers of ISceneNode
Replies: 5
Views: 337

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 ...
by Dog-E
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 ...
by Dog-E
Fri May 23, 2008 8:31 am
Forum: Advanced Help
Topic: Smooth normals, not!
Replies: 8
Views: 806

Finally got it to work with the X format. It seems like when I did not calculate the tangents it worked. It worked with Obj too and even with MD2.

Why could it be?
by Dog-E
Fri May 23, 2008 8:27 am
Forum: Advanced Help
Topic: Smooth normals, not!
Replies: 8
Views: 806

The dwarf.X out of Irrlicht:

Image
by Dog-E
Thu May 22, 2008 9:37 pm
Forum: Advanced Help
Topic: Smooth normals, not!
Replies: 8
Views: 806

This one is MD2:

Image
by Dog-E
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 ...
by Dog-E
Tue May 20, 2008 5:55 pm
Forum: Everything 2d/3d Graphics
Topic: Rendermonkey issue
Replies: 4
Views: 2035

My bad, forgot how terrible of a format .3DS is. Avoid it ! :)
by Dog-E
Tue May 20, 2008 3:58 pm
Forum: Everything 2d/3d Graphics
Topic: Rendermonkey issue
Replies: 4
Views: 2035

This is what I get in Irrlicht:

Image
by Dog-E
Tue May 20, 2008 8:45 am
Forum: Everything 2d/3d Graphics
Topic: Rendermonkey issue
Replies: 4
Views: 2035

I also used the same model and shader in Irrlicht and I got per vertex with vertex colors interpolated on each face
by Dog-E
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 ...
by Dog-E
Mon May 19, 2008 2:50 pm
Forum: Advanced Help
Topic: FPS Camera setting position
Replies: 2
Views: 753

Awesome.
Well the symptom was just junk values for the new position. Here is the fixed code. Someone might have a use for it (mind the VEC3D, it's the engine's own)



//New position of the camera from EGE_Position
VEC3D newPosition( cmpPos_->getPosition() );

//Current target from ...
by Dog-E
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 ...
by Dog-E
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 ...
by Dog-E
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 ...
by Dog-E
Wed Apr 30, 2008 12:32 am
Forum: Advanced Help
Topic: GLSL Shader
Replies: 1
Views: 497

*sigh*, fixed.

Well, if you derive from IShaderConstantSetCallBack and then derive from the derived class again, make sure you do not point to the first derived class in addHighLevelShaderMaterialFromFiles.