Search found 5 matches

by erictheturtle
Thu Sep 04, 2008 12:52 am
Forum: Beginners Help
Topic: bump mapping without shaders
Replies: 10
Views: 2596

Oh in that case you really should take a close look at the PowerVR site. They have lots of details and examples of how to do all the neat effects with their chips (including a DOT3 bump-mapping one, but it's basically the same as the link above).
by erictheturtle
Wed Sep 03, 2008 11:54 pm
Forum: Beginners Help
Topic: bump mapping without shaders
Replies: 10
Views: 2596

You can do a basic one-pass bump mapping with the DOT3 extension and two textures. You are limited to only directional lighting set in the global color (glColor() in OGL). Unfortunately I don't think Irrlicht lets you use that global color for meshes (I really wish it would), so you may have to ...
by erictheturtle
Wed Sep 03, 2008 7:10 pm
Forum: Advanced Help
Topic: How best to do multiple render passes?
Replies: 0
Views: 427

How best to do multiple render passes?

I'm playing around with multiple custom mirrors and multiple render passes.

Looking at CSceneManager , I see you can register cameras for rendering ( registerNodeForRendering() ), but it seems the order of those camera renderings is arbitrary. So I've been manually setting up my cameras and calling ...
by erictheturtle
Tue Sep 02, 2008 6:48 pm
Forum: Beginners Help
Topic: [bug] Camera zNear not working as expected?
Replies: 2
Views: 295

[bug] Camera zNear not working as expected?

Maybe I don't actually understand how the zNear and zFar work with cameras.

I thought it worked like this.
http://img.photobucket.com/albums/v202/fishwater/nearfar.png

But that's not the result I'm getting. For an easy example, start with the 01.HelloWorld example, and change this line:
smgr ...
by erictheturtle
Thu Aug 28, 2008 10:40 pm
Forum: Advanced Help
Topic: Problem with Hill Plane Mesh with 2 texture coords
Replies: 0
Views: 894

Problem with Hill Plane Mesh with 2 texture coords

I want to create a Hill Plane Mesh that has separate texture coords for each of the textures, and will be used in a CWaterSurfaceSceneNode. Using the CSceneManager::addHillPlaneMesh() method as a reference, I created my own function to create the mesh.

IAnimatedMesh* addHillPlaneMesh2T ...