Search found 17 matches

by impulse3d
Fri Sep 19, 2008 8:43 pm
Forum: Beginners Help
Topic: Cloning Particle Systems
Replies: 1
Views: 136

Cloning Particle Systems

Hi, I've tried searching but have been unable to locate any helpful threads. I'm wondering if it's possible to clone a particle system that has been created and designed in IrrEdit. I could easily code up my own particle systems and trivially make more of them on a whim, but the ability to visually ...
by impulse3d
Tue Jul 29, 2008 2:42 pm
Forum: Beginners Help
Topic: [SOLVED] [D3D9] Problem with antialiasing.
Replies: 4
Views: 304

I'm curious though--why is it that this only affects scenes with anti-aliasing turned on, and not off?
by impulse3d
Mon Jul 28, 2008 5:26 pm
Forum: Beginners Help
Topic: [SOLVED] [D3D9] Problem with antialiasing.
Replies: 4
Views: 304

Great, this worked like a charm. Thanks Hybrid!
by impulse3d
Mon Jul 28, 2008 4:03 pm
Forum: Beginners Help
Topic: [SOLVED] [D3D9] Problem with antialiasing.
Replies: 4
Views: 304

[SOLVED] [D3D9] Problem with antialiasing.

Hi, I've searched the forum (and even posted a while back), but I haven't found an answer. Does anyone have trouble running with antialiasing on in D3D9. I use an 8800 GT. This trouble is that, with it off, everything is fine. With it on, things get drawn in incorrect orders (maybe something turns o...
by impulse3d
Fri Jul 18, 2008 2:49 pm
Forum: Beginners Help
Topic: Aliasing on non-power-of-2 textures
Replies: 2
Views: 162

Okay, great JP. This solution works well. Thanks! I've made my texture a POT texture and used a clip rectangle that is 1-to-1 with the screen. Now the only other thing I'm wondering is if we can get it to display well on resolutions other than 1-to-1 imageclip:window resolutions (i.e. requiring an i...
by impulse3d
Fri Jul 18, 2008 2:25 pm
Forum: Beginners Help
Topic: Aliasing on non-power-of-2 textures
Replies: 2
Views: 162

Aliasing on non-power-of-2 textures

I'm trying to blit a full-screen image using draw2DImage. I'm using non-power-of-2 screen size and texture size. However, it still doesn't draw 1-to-1; I think it resizes it down to a power of 2, and then upsamples it to fit the window. I've been doing a lot of work with Irrlicht over the past two m...
by impulse3d
Thu Jun 19, 2008 8:39 pm
Forum: Advanced Help
Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
Replies: 4
Views: 622

Wow! So I have no idea where the problem was, but I tracked it down to initialization of the IrrlichtDevice: Device = new IrrlichtDevice(DriverType.Direct3D9, new Dimension2D(1024, 768), 32, false, false, false, true); I simply changed the last bool to "false", which is the one that contro...
by impulse3d
Thu Jun 19, 2008 2:49 pm
Forum: Code Snippets
Topic: [DirectX] RenderTarget XXL (larger than screen size)
Replies: 21
Views: 16414

Thank you vi-wer! This is a tremendously useful piece of code! :D
by impulse3d
Thu Jun 19, 2008 12:40 pm
Forum: Advanced Help
Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
Replies: 4
Views: 622

Thanks for the reply BlindSide. I'm not using any transparent materials, and I'm not using any shaders anywhere in this scene (I will eventually, but first I'm just trying to get RTT then straight-up displaying it to the screen to work first). And yes, you're right---I've seen that same exact proble...
by impulse3d
Wed Jun 18, 2008 8:44 pm
Forum: Advanced Help
Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
Replies: 4
Views: 622

I've actually tried doing the same thing that I'm doing in the C++ render to texture example tutorial (i.e. swapping out their meshes for mine) and it works fine in C++, so maybe it's a problem with the C# wrapper Irrlicht.NET?
by impulse3d
Wed Jun 18, 2008 8:05 pm
Forum: Advanced Help
Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
Replies: 4
Views: 622

[SOLVED] Problem with render to texture with Irrlicht.NET CP

I've tried searching Google and the forums, but haven't found anything. I'm trying to render to texture and then display that texture using draw2DImage. However, I'm having some odd problems that look like drawing order problems when I render to a texture--and only when I render to a texture. Here's...
by impulse3d
Tue Jun 17, 2008 4:55 pm
Forum: Advanced Help
Topic: Integrating shaders into a pipeline
Replies: 17
Views: 1701

I managed to get shaders to load straight from Max/Maya to Irrlicht via the .x file. What I did was modify the X file loader to recognize the EffectInstance template, and then extract the shader's name. Then I stick that in a custom SMaterial attribute that I added, and after loading the mesh, mine ...
by impulse3d
Thu Jun 12, 2008 4:05 pm
Forum: Advanced Help
Topic: Integrating shaders into a pipeline
Replies: 17
Views: 1701

I haven't yet gotten Irrlicht to load up a .x file with textures applied to specific faces of the mesh using 3ds max and Panda exporter. Some vertices are out of wack and go to either 0 or infinity. Maybe I'm missing something big, but I'm looking at the source for the x. loader, and it doesn't pars...
by impulse3d
Thu Jun 12, 2008 3:25 pm
Forum: Advanced Help
Topic: Integrating shaders into a pipeline
Replies: 17
Views: 1701

Irrlicht's per-face texturing from .x files is borked. As a result, since THAT'S something that I don't want to fix, I'll only be adding the ability to add one shader per mesh. I don't think that's so bad though--I hear from artists that it's bad practice to use materials on a per-face basis on a me...
by impulse3d
Wed Jun 11, 2008 6:25 pm
Forum: Advanced Help
Topic: Integrating shaders into a pipeline
Replies: 17
Views: 1701

It looks like the best bet to make it easiest for artists, so that they can use the shader materials in max/maya, is just to add .x shader support myself. I'll post a patch when I'm done.