Search found 59 matches

by piiichan
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 ...
by piiichan
Mon Jun 30, 2008 5:17 am
Forum: Advanced Help
Topic: Is getRayFromScreenCoordinates() dependent on last frame?
Replies: 11
Views: 777

So is it safe to call it the way I do?
What about efficiency? Is it a CPU intensive method?
by piiichan
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...
by piiichan
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...
by piiichan
Sun Jun 29, 2008 12:22 pm
Forum: Beginners Help
Topic: remove parent
Replies: 2
Views: 539

Call node->setParent( smgr->getRootSceneNode() ) As it is written in the API doc: The root scene node "is parent of all scene nodes. The root scene node is a special scene node which only exists to manage all scene nodes. It will not be rendered and cannot be removed from the scene. "
by piiichan
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...
by piiichan
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...
by piiichan
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 ...
by piiichan
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...
by piiichan
Mon Jun 23, 2008 6:37 am
Forum: Project Announcements
Topic: New Irrlicht Particle Affectors and Enhancements [BETA 2]
Replies: 25
Views: 11952

Are there any other affectors or features to the existing affectors that people would like to see?
Lately, I had a need for a fade in affector :roll: I think it would be easy for you (Dark_Kilauea) to implement. :)
by piiichan
Fri Jun 20, 2008 11:43 am
Forum: Beginners Help
Topic: [OpenGL] Light radius doesn't work, and attenuation factor?
Replies: 3
Views: 342

Yep, it works. Thanks. :)

But the documentation should precise the fact that the radius is only supported by D3D, and that GL users should use the attenuation factor instead...
by piiichan
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...
by piiichan
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...
by piiichan
Fri Jun 13, 2008 5:57 am
Forum: Everything 2d/3d Graphics
Topic: Bullet Physics is amazing
Replies: 6
Views: 2105

wyrmmage wrote Bullet is pretty cool (it's what I've been using lately), but its documentation is pretty horrible. I agree! Although Bullet is powerful, it really lacks a good central documentation. All you can hope for as help is: "Go and check the demos by yourself" :( The doxygen genera...
by piiichan
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

Clear.

Thanks :)