Search found 59 matches
- Mon Jun 30, 2008 5:58 am
- Forum: Advanced Help
- Topic: How to create light maps at runtime?
- Replies: 17
- Views: 2117
dlangdev, I've downloaded the PDF of GPU Gems chap 14 (by the way, I'm impressed it is freely available online :shock: ). What I exactly want is shown in the first row, fig.14-8, p.232. So thanks for the link :) I've heard about xeffects , but what is giles ? christianclavet, thanks for your advice ...
- Mon Jun 30, 2008 5:17 am
- Forum: Advanced Help
- Topic: Is getRayFromScreenCoordinates() dependent on last frame?
- Replies: 11
- Views: 777
- Mon Jun 30, 2008 5:14 am
- Forum: Beginners Help
- Topic: Collsion Manger
- Replies: 4
- Views: 247
What you can also do is: First, give a radius to your main character or to your camera or to whatever gets close to the door. Then, place an invisible object where the door is. Finally, each time the player moves, check the distance to the invisible object. If the distance is smaller than the player...
- Mon Jun 30, 2008 5:00 am
- Forum: Advanced Help
- Topic: Is getRayFromScreenCoordinates() dependent on last frame?
- Replies: 11
- Views: 777
I think it has to do with the stuff called in OnRegisterSceneNode check out the function void CSceneManager::drawAll() Thanks a lot to CuteAlien and dlangdev respectively, the problem is solved. Instead of calling drawAll() from the scene manager, I now call OnRegisterSceneNode() from the camera, l...
- Sun Jun 29, 2008 12:22 pm
- Forum: Beginners Help
- Topic: remove parent
- Replies: 2
- Views: 539
- Sun Jun 29, 2008 12:06 pm
- Forum: Advanced Help
- Topic: Is getRayFromScreenCoordinates() dependent on last frame?
- Replies: 11
- Views: 777
Call camera->updateAbsolutePosition() after moving it. I tried it, but it still won't work. Here is where I set the camera position and target: camera->setPosition( vector3df( node->getPosition().X + offset, hypoLength, node->getPosition().Z - offset)); camera->setTarget( node->getPosition() ); g_s...
- Sun Jun 29, 2008 7:56 am
- Forum: Advanced Help
- Topic: Is getRayFromScreenCoordinates() dependent on last frame?
- Replies: 11
- Views: 777
Is getRayFromScreenCoordinates() dependent on last frame?
I'll try to explain the situation as best as I can, so it may be a bit wordy! I have a moving player character in a diablo-like game. The view is isometric, the camera is orthogonal. As soon as the character moves, the camera position and target are updated , so the camera is always looking at the c...
- Fri Jun 27, 2008 12:34 pm
- Forum: Advanced Help
- Topic: How to create light maps at runtime?
- Replies: 17
- Views: 2117
Or you could just use shadow mapping (a few shaders for that in the projects forum) which will give you real-time shadows at a good speed, does it HAVE to be light maps? If so, why? JP, are you talking about the thread called XEffects - (Indoor Soft-Shadows + Post-Processing) ? I'll have a look at ...
- Fri Jun 27, 2008 1:39 am
- Forum: Advanced Help
- Topic: How to create light maps at runtime?
- Replies: 17
- Views: 2117
How to create light maps at runtime?
Let's say I have a mesh (with multiple mesh buffers) created dynamically at runtime. I'd like it to be nicely illuminated, so a nice way would be to use a light map texture. I can't use IrrEdit to create the light map texture, because the mesh is created dynamically. Is there a way to create light m...
- Mon Jun 23, 2008 6:37 am
- Forum: Project Announcements
- Topic: New Irrlicht Particle Affectors and Enhancements [BETA 2]
- Replies: 25
- Views: 11952
- Fri Jun 20, 2008 11:43 am
- Forum: Beginners Help
- Topic: [OpenGL] Light radius doesn't work, and attenuation factor?
- Replies: 3
- Views: 342
- Fri Jun 20, 2008 7:51 am
- Forum: Beginners Help
- Topic: [OpenGL] Light radius doesn't work, and attenuation factor?
- Replies: 3
- Views: 342
[OpenGL] Light radius doesn't work, and attenuation factor?
1) When I set up a light with ISceneManager::addLightSceneNode() in OpenGL, no matter what radius I specify, it won't be taken into account. Even when I set the radius to 0, the light is still on for very far objects. This doesn't happen with Direct3D. Is it a bug, or is it me? 2) I don't fully unde...
- Tue Jun 17, 2008 6:34 am
- Forum: Bug reports
- Topic: possible bug in irr::core::map
- Replies: 4
- Views: 777
I also have a bug with map: Get the following error when calling insert() Access violation reading location 0x00000000. (looks like it is trying to dereference a NULL pointer) Then the debugger brings me to line 52 of irrmap.h RBTree* getLeftChild() const { return LeftChild; } It happens when I firs...
- Fri Jun 13, 2008 5:57 am
- Forum: Everything 2d/3d Graphics
- Topic: Bullet Physics is amazing
- Replies: 6
- Views: 2105
- Fri Jun 06, 2008 12:36 pm
- Forum: Beginners Help
- Topic: Why is there a texture already loaded when Irrlicht starts?
- Replies: 2
- Views: 105