Search found 73 matches
- Thu Jun 29, 2006 4:15 pm
- Forum: Code Snippets
- Topic: (C++) Procedural Texture Manager + Cross Plane Scene Node
- Replies: 0
- Views: 2526
(C++) Procedural Texture Manager + Cross Plane Scene Node
Hello, my fellow Irrlichters! Czestmyr is back and he brought a few presents for you :wink:. I hope, you'll find them useful. Some of you may remember my procedural fire scene node. Well I've done something similar now. It's called Procedural Texture Manager and you may create and manage procedural ...
- Tue Jun 27, 2006 10:36 am
- Forum: Code Snippets
- Topic: (C++) SkyDome instead of SkyBox
- Replies: 19
- Views: 18180
Skoboxes rule
I dont'ŧ think that skyboxes are so bad. And they definitely don't have to look 'cubeish'. If you render the skybox textures as planar projections of a 3D scene on the walls of the cube, you end up with 6 textures that are distorted on the edges, due to the projection. But when applied to the skybox...
- Mon Oct 31, 2005 9:01 pm
- Forum: Off-topic
- Topic: Avatar image
- Replies: 6
- Views: 500
- Mon Oct 31, 2005 7:52 pm
- Forum: Advanced Help
- Topic: model or node
- Replies: 4
- Views: 412
- Sun Oct 30, 2005 3:17 pm
- Forum: Advanced Help
- Topic: Procedural Fire Scene Node For Ya.
- Replies: 10
- Views: 1041
- Sun Oct 30, 2005 3:04 pm
- Forum: Advanced Help
- Topic: Procedural Fire Scene Node For Ya.
- Replies: 10
- Views: 1041
- Sun Oct 30, 2005 2:07 pm
- Forum: Beginners Help
- Topic: 2d graphics - can they be scaled ?
- Replies: 2
- Views: 257
I'm accessing the texture data in my new fire scene node, you can have a look at it, but basicaly you just have to do this: u8* pixels = (u8*) texture->lock(); for (u32 i = 0; i < pixelNum; i++){ pixels[i * 4] .. //do whatever with the blue component pixels[i * 4 + 1] .. //green component pixels[i *...
- Sun Oct 30, 2005 1:48 pm
- Forum: Advanced Help
- Topic: What shaders should I use?
- Replies: 4
- Views: 410
- Sun Oct 30, 2005 1:46 pm
- Forum: Advanced Help
- Topic: model or node
- Replies: 4
- Views: 412
This will be a bit longer explanation, it took me a while as well, when I was beginning with Irrlicht, but when I got into it, I found out that I've learnt quite a lot about Objective Oriented Programming (OOP) during the process. So - I will presume that you know a bit about class inheritance and p...
- Sun Oct 30, 2005 1:32 pm
- Forum: Advanced Help
- Topic: Procedural Fire Scene Node For Ya.
- Replies: 10
- Views: 1041
- Thu Oct 27, 2005 9:43 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Newton/Irrlicht FPS source code available
- Replies: 21
- Views: 7942
- Thu Oct 27, 2005 9:34 pm
- Forum: Advanced Help
- Topic: how to make a glass window? (transparent part of a model)
- Replies: 9
- Views: 1140
- Thu Oct 27, 2005 9:29 pm
- Forum: Advanced Help
- Topic: Procedural Fire Scene Node For Ya.
- Replies: 10
- Views: 1041
Procedural Fire Scene Node For Ya.
Hello, dear fellas! I am pleased to present another scene node from my lab to you today. It is a nice fire scene node without the need to use particles. Watch the results: http://czestmyr.wz.cz/other/firescr.gif As with all custom scene nodes, all you have to do is create a new instance, make it a c...
- Wed Oct 26, 2005 10:46 am
- Forum: Advanced Help
- Topic: how to make a glass window? (transparent part of a model)
- Replies: 9
- Views: 1140
You'd better create your windows as separate models and then add them to the truck scene node as children. To make them transparent, you just have to change the material properties of the nodes. e.g. : You could use following code, privided that your window glass texture has got an alpha channel: no...