Search found 13 matches
- Wed Nov 26, 2008 12:11 pm
- Forum: Project Announcements
- Topic: New Irrlicht Particle Affectors and Enhancements [BETA 2]
- Replies: 25
- Views: 12177
Thank you, indeed useful! :) Ay, I think rewriting the system would be awkward. Hmm, good point what you say. Brings up an idea of chaining multiple particle systems with each other, all having different textures. Can't wait to get home and try this out. I'll give you hint if I find a reasonable sol...
- Wed Nov 26, 2008 12:03 pm
- Forum: Game Programming
- Topic: Nvidia Physx drivers out
- Replies: 20
- Views: 6730
- Wed Nov 26, 2008 11:48 am
- Forum: Game Programming
- Topic: The Irrlicht-Bullet Challenge
- Replies: 20
- Views: 6300
- Tue Nov 25, 2008 11:06 am
- Forum: Project Announcements
- Topic: New Irrlicht Particle Affectors and Enhancements [BETA 2]
- Replies: 25
- Views: 12177
First off, great work dark kilauea! The flamethrower rocks!! Searched awhile for such a gem! :) Anyway, I'm dreaming to get a Return To Castle Wolfenstein flamethrower working but alas, I found no way changing the textures of a single particle without writing an own implementation of a particle syst...
- Fri Nov 21, 2008 10:47 am
- Forum: Project Announcements
- Topic: cAudio 1.6 Released!
- Replies: 32
- Views: 8419
- Fri Nov 14, 2008 1:02 am
- Forum: Project Announcements
- Topic: cAudio 1.6 Released!
- Replies: 32
- Views: 8419
- Fri Nov 07, 2008 9:55 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 444850
Hey there BlindSide, thanks for the swift reply. I managed to screw up my scene with some unthoughtful changes, realizing that I really need a global scale variable. :P Sure, I already took anything off the Orthogonal Shadows Demo and made it work with the new XEffects Reloaded. The problem indeed l...
- Tue Nov 04, 2008 12:13 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 444850
Rendering a scene consisting of models with about 1800 Polys, 3 different shadow lights and the terrain render off the examples source. Using 30 Models I get about 4-5 Frames @ 380'000 Polys when using OpenGL 20-21 Frames @ 385'000 Polys using Direct3D9 And now the wicked thing with lesser polys - 1...
- Mon May 05, 2008 1:39 pm
- Forum: Beginners Help
- Topic: Concerning BoundingBox, getSceneNodeFromRayBB and Lights
- Replies: 3
- Views: 404
All righty then... I left that lighting issue be and stuck to a directional light for first. :? In the meantime I made that bounding box wrapping 'round the model correctly and the shooting works well. With one little glitch; if I play a death animation and set the FrameLoop to the very end of the a...
- Sat May 03, 2008 9:54 pm
- Forum: Project Announcements
- Topic: Smiers
- Replies: 88
- Views: 19266
- Fri May 02, 2008 10:10 pm
- Forum: Beginners Help
- Topic: How do i use the lists?
- Replies: 6
- Views: 385
Have a look at these links: http://richardbowles.tripod.com/cpp/linklist/linklist.htm http://www.daniweb.com/code/snippet738.html This one provides you with neat explanations. http://www.fortunecity.com/skyscraper/false/780/linklist.html Here some source again for linked lists http://sig9.com/node/3...
- Fri May 02, 2008 11:17 am
- Forum: Beginners Help
- Topic: Concerning BoundingBox, getSceneNodeFromRayBB and Lights
- Replies: 3
- Views: 404
I'm getting the same results with OGL and D3D. Here the scene with the 4 Lights (the cam light isn't working) : http://image-upload.biz/files/409113661f6c9c79826793af8.jpg And as soon as the red light get's near the camera, its light is cast but the static yellow light dissapears... http://image-upl...
- Thu May 01, 2008 5:14 pm
- Forum: Beginners Help
- Topic: Concerning BoundingBox, getSceneNodeFromRayBB and Lights
- Replies: 3
- Views: 404
Concerning BoundingBox, getSceneNodeFromRayBB and Lights
Hey there fellas! I have three problems for first. More to come yet, I bet. Though, I didn't scrape the whole forum yet, I still don't get the function recalculateBoundingBox() if it isn't able to fetch a Mesh's bounding vertexes and calculating it by itself. So how could it even recalculate a chang...