Search found 463 matches
- Thu Apr 11, 2013 4:46 pm
- Forum: Beginners Help
- Topic: baking programaticaly
- Replies: 5
- Views: 601
Re: baking programaticaly
how do i generate shadow maps for static objects once and use it in all frames?
- Wed Apr 10, 2013 9:10 am
- Forum: Beginners Help
- Topic: baking programaticaly
- Replies: 5
- Views: 601
- Tue Apr 09, 2013 8:40 pm
- Forum: Beginners Help
- Topic: baking programaticaly
- Replies: 5
- Views: 601
baking programaticaly
is it possible to bake shadows on texture using irrlicht api? edit: more explanation, i have level created and loaded in irrlicht. directional light is added to the scene, now that level is finished, i realized that static models like houses and trees are not casting shadow on the grass. i don't wan...
- Mon Mar 25, 2013 2:20 pm
- Forum: Beginners Help
- Topic: createCollisionResponseAnimator kills framerate
- Replies: 3
- Views: 513
- Mon Mar 25, 2013 1:22 pm
- Forum: Beginners Help
- Topic: createCollisionResponseAnimator kills framerate
- Replies: 3
- Views: 513
createCollisionResponseAnimator kills framerate
createCollisionResponseAnimator kills my framerate, I add all static models on my level (their triangle selectors) to this animator and my FrameRate drops from 200fps to 30fps.
should I use simplified models for this collision detection and make them invisible in the scene? is that how this is done?
should I use simplified models for this collision detection and make them invisible in the scene? is that how this is done?
- Tue Jan 22, 2013 7:47 am
- Forum: Project Announcements
- Topic: Dwarven Gold
- Replies: 21
- Views: 17516
Re: Dwarven Gold
oh no, that is just editor grid like in this picture: https://lh4.googleusercontent.com/-HgCZ ... lights.jpg
water scene node is one big chunk of surface that I lower under grass.
water scene node is one big chunk of surface that I lower under grass.
- Mon Jan 21, 2013 8:55 am
- Forum: Project Announcements
- Topic: Dwarven Gold
- Replies: 21
- Views: 17516
Re: Dwarven Gold
Here are some early pictures of first level, still not finished:
- Sun Jan 20, 2013 10:25 am
- Forum: Beginners Help
- Topic: semi transparent water
- Replies: 3
- Views: 597
Re: semi transparent water
and how to set transparency level?
and don't you think its good idea to have transparent water surface?
and don't you think its good idea to have transparent water surface?
- Wed Jan 16, 2013 3:57 pm
- Forum: Beginners Help
- Topic: semi transparent water
- Replies: 3
- Views: 597
semi transparent water
i know how to make water scene node, but i would like it to be semi transparent. if i do like this, I lose reflection effect: ISceneNode* node = m_EditorManager->getSceneMngr()->addWaterSurfaceSceneNode(mesh->getMesh(0), 0.5f, 400.0f, 10.0f, 0, m_EditorManager->m_ID); node->setMaterialTexture(0, m_E...
- Tue Nov 20, 2012 1:20 pm
- Forum: Everything 2d/3d Graphics
- Topic: blender texture drawing
- Replies: 8
- Views: 3218
Re: blender texture drawing
I meant a)
I just learned b)
and now I must seek c) to make it right.
I just learned b)
and now I must seek c) to make it right.
- Tue Nov 20, 2012 9:41 am
- Forum: Everything 2d/3d Graphics
- Topic: blender texture drawing
- Replies: 8
- Views: 3218
Re: blender texture drawing
thank you for quick reply! This is new to me all together, will have to spend some time to use it. I never used shaders before, and was hoping to postpone it, but it seems theres not other way, yeah one big texture would be lousy solution.
- Tue Nov 20, 2012 8:14 am
- Forum: Everything 2d/3d Graphics
- Topic: blender texture drawing
- Replies: 8
- Views: 3218
blender texture drawing
Im making terrain in Blender, and I would like to draw patches of grass over the dirt that blend softly one over another. So far I know how to apply texture to each face, but that makes sharp transition between areas of dirt and grass. Im asking here because I want result to be exported to X format ...
- Mon Nov 19, 2012 9:11 am
- Forum: Beginners Help
- Topic: ambient light
- Replies: 4
- Views: 799
Re: ambient light
There is material ambient color in X file, but I don't see it affect the node, its the same for value 1 and 0, just scene ambient light works. Im using older irrlicht (1.6.1) so take that into consideration if investigating. I really don't want to go through all the trouble with another mesh format :D
- Fri Nov 16, 2012 11:20 pm
- Forum: Beginners Help
- Topic: ambient light
- Replies: 4
- Views: 799
ambient light
I have small issue with ambient light... I want object to be pretty dark in absence of light, so I set ambient light to pretty low value, but then in the presence of really bright light source, shaded side of the object is pitch black, and I would want it to be pretty lighten all around. Setting amb...
- Fri Nov 16, 2012 4:08 pm
- Forum: Everything 2d/3d Graphics
- Topic: export X from Blender 2.6 problem 3 normals on vertex
- Replies: 5
- Views: 2154
Re: export X from Blender 2.6 problem 3 normals on vertex
Finally!!! I managed to get good (smooth) normals on mesh. In Blender 2.6 there is Smooth/Flat option, in tools panel. You have to set it to Smooth while in object mode, save the file and then export to X format - it will create 1 normal per vertex! My terrain looks great now. Maybe it could work in...