Search found 73 matches

by CZestmyr
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 ...
by CZestmyr
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...
by CZestmyr
Mon Oct 31, 2005 9:04 pm
Forum: Off-topic
Topic: Ramstein
Replies: 23
Views: 1368

Rammstein is also one of my favorite groups, but does any of you know/listen to Einstürzende Neubauten? I've discovered them recently and they rule 8)
by CZestmyr
Mon Oct 31, 2005 9:01 pm
Forum: Off-topic
Topic: Avatar image
Replies: 6
Views: 500

:cry: :cry: :cry: I want an avatar too :cry: :cry: :cry:
by CZestmyr
Mon Oct 31, 2005 7:52 pm
Forum: Advanced Help
Topic: model or node
Replies: 4
Views: 412

Ooops! Language barrier caused some trouble here! Thanks for correction, but still the principle remains the same, whatever this technique is called.
by CZestmyr
Sun Oct 30, 2005 3:17 pm
Forum: Advanced Help
Topic: Procedural Fire Scene Node For Ya.
Replies: 10
Views: 1041

I think I know where the problem is - the texture is not grayscale, but ordinary 24-bit, but if you have only grays in it, the colors fade out evenly (except for the fade-out color, which stays longer)
by CZestmyr
Sun Oct 30, 2005 3:04 pm
Forum: Advanced Help
Topic: Procedural Fire Scene Node For Ya.
Replies: 10
Views: 1041

Spintz: Post a pic of your results and a piece of your code. I hope I'll be able to help.
by CZestmyr
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 *...
by CZestmyr
Sun Oct 30, 2005 1:48 pm
Forum: Advanced Help
Topic: What shaders should I use?
Replies: 4
Views: 410

Maybe if you just specified the expression "fantasy feel" a bit...
by CZestmyr
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...
by CZestmyr
Sun Oct 30, 2005 1:32 pm
Forum: Advanced Help
Topic: Procedural Fire Scene Node For Ya.
Replies: 10
Views: 1041

The cooling texture just defines, how much the fire should cool in the place of a certain pixel. This texture then gets shifted, when animating the fire.

Just create your own grayscale texture, which defines the cooling. It should have the same dimensions as the generated flame texture.
by CZestmyr
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

Nice work man! I'll definitely take a look at it!
by CZestmyr
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

In fact, Irrlicht doesn't support materials as such, it just uses the textures and texture mapping coordinates (as far as I know).
by CZestmyr
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...
by CZestmyr
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...