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 ...
Search found 17 matches
- Fri Sep 19, 2008 8:43 pm
- Forum: Beginners Help
- Topic: Cloning Particle Systems
- Replies: 1
- Views: 220
- Tue Jul 29, 2008 2:42 pm
- Forum: Beginners Help
- Topic: [SOLVED] [D3D9] Problem with antialiasing.
- Replies: 4
- Views: 439
- Mon Jul 28, 2008 5:26 pm
- Forum: Beginners Help
- Topic: [SOLVED] [D3D9] Problem with antialiasing.
- Replies: 4
- Views: 439
- Mon Jul 28, 2008 4:03 pm
- Forum: Beginners Help
- Topic: [SOLVED] [D3D9] Problem with antialiasing.
- Replies: 4
- Views: 439
[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 ...
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 ...
- Fri Jul 18, 2008 2:49 pm
- Forum: Beginners Help
- Topic: Aliasing on non-power-of-2 textures
- Replies: 2
- Views: 241
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 ...
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 ...
- Fri Jul 18, 2008 2:25 pm
- Forum: Beginners Help
- Topic: Aliasing on non-power-of-2 textures
- Replies: 2
- Views: 241
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 ...
- Thu Jun 19, 2008 8:39 pm
- Forum: Advanced Help
- Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
- Replies: 4
- Views: 769
- Thu Jun 19, 2008 2:49 pm
- Forum: Code Snippets
- Topic: [DirectX] RenderTarget XXL (larger than screen size)
- Replies: 21
- Views: 17799
- Thu Jun 19, 2008 12:40 pm
- Forum: Advanced Help
- Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
- Replies: 4
- Views: 769
- Wed Jun 18, 2008 8:44 pm
- Forum: Advanced Help
- Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
- Replies: 4
- Views: 769
- Wed Jun 18, 2008 8:05 pm
- Forum: Advanced Help
- Topic: [SOLVED] Problem with render to texture with Irrlicht.NET CP
- Replies: 4
- Views: 769
[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 ...
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 ...
- Tue Jun 17, 2008 4:55 pm
- Forum: Advanced Help
- Topic: Integrating shaders into a pipeline
- Replies: 17
- Views: 2155
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 ...
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 ...
- Thu Jun 12, 2008 4:05 pm
- Forum: Advanced Help
- Topic: Integrating shaders into a pipeline
- Replies: 17
- Views: 2155
- Thu Jun 12, 2008 3:25 pm
- Forum: Advanced Help
- Topic: Integrating shaders into a pipeline
- Replies: 17
- Views: 2155
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 ...
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 ...
- Wed Jun 11, 2008 6:25 pm
- Forum: Advanced Help
- Topic: Integrating shaders into a pipeline
- Replies: 17
- Views: 2155