Search found 55 matches

by qez111
Mon Apr 06, 2009 7:13 am
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 54154

What i mean is using more than one normal map for the same model. For eg. in my character, the face has a normal map, and rest of the body has its another normal map. Other accessories such as cap, protection gear etc have their own normal map textures. That is, there is more than one texture used f...
by qez111
Fri Feb 13, 2009 8:22 pm
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 54154

I don't know if your reply was for my question (or i may not have understood), but what i was looking for is not about using multiple lights, but my question was how to use multiple normal maps for the same model.
by qez111
Mon Feb 09, 2009 7:53 pm
Forum: Code Snippets
Topic: 4 light normalmapping for animated meshes [C++/GLSL]
Replies: 79
Views: 54154

Using multiple normal maps

This one works great, but it only applies just the first normal map that gets applied to an object. But how do I apply more than one normal map? What code changes would be required to support multiple normal maps, for different material slots of the same mesh. For example, If i have a node in which ...
by qez111
Tue Sep 09, 2008 11:50 am
Forum: Advanced Help
Topic: Antialias my RTT
Replies: 3
Views: 830

Sorry to bring this up again, but I have the same question as the above poster and want to know if there is a way to Anti-alias the RTT texture.

Thanks.
by qez111
Tue Sep 09, 2008 4:38 am
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2487

I tried that before and I didn't help, and that's why I actually posted that question because I thought I may not have used that function properly, and thus I wanted to know if that will help solve the problem. At this point, I am still confused.. Has anybody else faced such a problem with .X mesh? ...
by qez111
Tue Sep 09, 2008 4:35 am
Forum: Advanced Help
Topic: Using Bullet Physics Engine on CAL3D Models?
Replies: 4
Views: 862

Well you're not going to want an animated physics object as it's just not feasible to do that in real time really. You can use a ragdoll approach to get accurate enough collision detection on animated models or you can just be happy with a bounding box/sphere/capsule. I am not necessarily using Cal...
by qez111
Tue Sep 02, 2008 12:25 pm
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2487

I am wondering if recalculateBoundingBox() will help solve this problem..? If so, is there a particular way I need to adopt to make it work properly?
by qez111
Tue Sep 02, 2008 12:05 pm
Forum: Advanced Help
Topic: Using Bullet Physics Engine on CAL3D Models?
Replies: 4
Views: 862

In the Klasker's Wrapper, there are two main classes: CCal3DNode (based from ISceneNode) and CCal3DModel. CCal3DNode is created using the class CCal3DModel. CCal3DModel loads and stores the meshes in the native Cal3D format, for example, the following is the chunk that loads the mesh, into native Ca...
by qez111
Tue Sep 02, 2008 8:45 am
Forum: Advanced Help
Topic: Using Bullet Physics Engine on CAL3D Models?
Replies: 4
Views: 862

Using Bullet Physics Engine on CAL3D Models?

Is there anyway I could use Bullet Physics Engine (or any other engine) with Cal3D models? In one of th examples I found in this forum for Bullet Engine in Irrlicht, it uses a function called CBulletPhysicsObject::GetTriangleMesh(scene::IMesh* pMesh) However, the Cal3D node by Klasker is derived fro...
by qez111
Tue Sep 02, 2008 6:48 am
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2487

The issue is that I can see that the bb is incorrect just by setting node->setDebugDataVisible(scene::EDS_BBOX); (This is not even in bullet. Its just plain Irrlicht). That too, the actual mesh is visible at, 0,2,5, but the bounding box is somewhere at 0,0,0. So clearly, there's no relationship betw...
by qez111
Mon Sep 01, 2008 6:26 am
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2487

Sorry for bringing this problem back to limelight, but I am wondering if a solution exists for the bounding box problems for .x meshes. Other formats like .3ds displays correct bounding box, but for the .x the bounding box is incorrectly placed. it shows up somewhere near 0,0,0 origin, whereas my ob...
by qez111
Fri Aug 29, 2008 8:23 am
Forum: Advanced Help
Topic: Bullet Physics Object falling through the ground
Replies: 3
Views: 880

I will ask in Bullet forum but I am asking here because I don't find it connected to Bullet alone, but its probably something because I am using Bullet in Irrlicht. I thought someone may have experienced such an issue here and may point me in the right direction. I haven't experienced such a problem...
by qez111
Fri Aug 29, 2008 7:29 am
Forum: Advanced Help
Topic: Bullet Physics Object falling through the ground
Replies: 3
Views: 880

Bullet Physics Object falling through the ground

Hi All, I am experiencing a wierd problem with the Bullet Physics engine (the latest version). Actually, I have a convex hull mesh (a dynamic object), which falls through the static plane quite randomly. I don't know why it happens, but I find this happening with no reason at all. The normal behavio...
by qez111
Tue Jul 29, 2008 7:38 am
Forum: Beginners Help
Topic: Problem: Animation stops if its not visible in the camera
Replies: 3
Views: 474

Problem: Animation stops if its not visible in the camera

Hi, I have some animations (.X type) playing in the scene. It plays when the object is visible in front of the cam, but as soon as it moves away from the camera's visible zone, the animation stops. (I know the animation is stopped because the position X,Y,Z no longer change). But if I move the camer...
by qez111
Tue Jun 03, 2008 7:16 am
Forum: Bug reports
Topic: [fixed]OpenGL- loading 3d model problem
Replies: 10
Views: 936

You are right, when I change all textures to make it power of 2 size, it loads!
But I still believe it would be good for the engine to handle the non-power of 2 images. This would make it easier to support the already created projects. which did not have power of 2 images.