Search found 59 matches

by Luke923
Tue May 31, 2005 9:05 pm
Forum: Beginners Help
Topic: #include drives me crazy
Replies: 5
Views: 494

Try adding the following to your header files:

Code: Select all

#pragma once
by Luke923
Sun Sep 12, 2004 8:24 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Old Hardware vs Vertex/Pixel Shaders
Replies: 10
Views: 4196

Actually, DirectX emulates vs1.1 on the CPU rather quickly - although, not as fast as on the GPU. ps any version, however, doesn't emulate well, and can be quite slow. Luckily, the code for emulation of vs1.1 is the EXACT same code for writing to the GPU as DirectX handles all the emulation.

Hope ...
by Luke923
Thu Jun 10, 2004 1:40 am
Forum: Advanced Help
Topic: vertex shaders with irlicht?
Replies: 2
Views: 559

I don't know about anyone else, but I have tried working on this, yet I've had no luck in getting this working. The methodology I was trying to implement was to enter into CVideoDirectX8.cpp (I know, but I'm a DX kinda guy), modify the setVertexShader() function to allow the programmable pipeline ...
by Luke923
Mon May 31, 2004 8:04 pm
Forum: Advanced Help
Topic: A Problem .... does anyone know why?
Replies: 10
Views: 1607

Smartwhiz,

For us to discern what you're doing wrong, we have to know what you're doing to begin with. If you can, please post all code related to your BSP.

One other thing to consider is that dynamic lighting is per-vertex. In other words, each triangle in the 3D mesh will get a different shade ...
by Luke923
Sat May 29, 2004 6:27 pm
Forum: Advanced Help
Topic: A Problem .... does anyone know why?
Replies: 10
Views: 1607

Re: bah, what does djykstra know heh lol

hey dude, i LIKE OOP. it WORKS mate...
heh though you arent alone if you do share that opinion, ive met a lot of guys who are all about old school c and hate all the OO stuff.
anyways, i is out
-Ted

Actually, I like OOP as well. But, as a network engineer by trade, I have to give props to the ...
by Luke923
Sat May 29, 2004 6:21 am
Forum: Open Discussion and Dev Announcements
Topic: proposition of API change (addAnimator in particular)
Replies: 4
Views: 851

I've been having issues with that, too. I've played around with it a little, but I cannot seem to get it fixed. One of the things that I tried to do is, since the Animators for an IAnimatedSceneNode is nothing more than a deque (double-ended queue), I tried adding to the engine a second addAnimator ...
by Luke923
Sat May 29, 2004 6:08 am
Forum: Open Discussion and Dev Announcements
Topic: Network Programmer who knows how to use Irrlicht?
Replies: 18
Views: 2602

I'm actually using RakNet 2.0 right now in my project. It's a solid wrapper for Winsock and makes writing client/servers easy. It lets you make Network objects that update themselves between clients, allows for Remote Procedure Calls, and has a system for setting up packet structures.

I'm using 2 ...
by Luke923
Sat May 29, 2004 4:23 am
Forum: Advanced Help
Topic: A Problem .... does anyone know why?
Replies: 10
Views: 1607

I'll be honest, I haven't messed with dynamic shadows; however, from what I've seen of it, the BSPs don't cast shadows from dynamic lights, but will receive shadows from other objects in the 3D world. Also, the BSP should receive dynamic light depending on the setMaterialType() you specify. If you ...
by Luke923
Sat May 29, 2004 3:59 am
Forum: Advanced Help
Topic: Accessing SMaterial
Replies: 1
Views: 464

I believe you would do something like this:

MeshNode->getMaterial(0).AmbientColor = video::SColor(0,0,0,0);

I haven't put it to use, but it should work in theory. I would assume that any call to getMaterial() should allow you to access the SMaterial struct as that's what setMaterialFlag() and ...
by Luke923
Sat May 29, 2004 3:22 am
Forum: Advanced Help
Topic: A Problem .... does anyone know why?
Replies: 10
Views: 1607


I'm also very interested in using Irrlicht's dynamic lights but dunno how to.
...

ps. My only advice would be to pick a good level editor that compiles a proper Q3 bsp. If you are not doing anything commercial then GtkRadiant is the best, in other cases I'd recommend the Quake Army Knife, aka ...
by Luke923
Tue May 25, 2004 7:10 pm
Forum: Advanced Help
Topic: Axial billboards
Replies: 9
Views: 2594

Creating a billboard is one way of creating a laser, another ( better way IMO ) is to create a small cylinder that is slightly thicker at one end. You put the thinner end towards the barrel end and the thinner end towards the target. You make this cylinder completely transparent, then apply a fog ...
by Luke923
Tue May 25, 2004 2:51 am
Forum: Advanced Help
Topic: Axial billboards
Replies: 9
Views: 2594

It made sense when I wrote it, but I can easily understand where someone could be confused by my prior statement.

I guess we have to go over the mechanics of the billboard. And, I'm bound to make mistakes in the description, so feel free to jump in and correct me. The way billboards work is by ...
by Luke923
Mon May 24, 2004 11:00 pm
Forum: Advanced Help
Topic: Axial billboards
Replies: 9
Views: 2594

Axial billboards

Hello all,

What I want to do is create a laser for my game, but I seem to be hitting a wall. I know that the best way to handle this would be to create an 'axial billboard,' otherwise known as a billboard that rotates on one axis. What I'm having trouble with is trying to figure out which axis I ...
by Luke923
Mon May 24, 2004 10:52 pm
Forum: Advanced Help
Topic: Should device->drop() handle all deallocation?
Replies: 3
Views: 624

The best way to handle this, since you will want to assure that all memory assigned gets deallocated. What I tend to do is in mu shutdown code is call the following:
if(IDevice) IDevice->drop();
This way, I can make sure that if the IrrlichtDevice exists, it gets deleted. Otherwise, I don't worry.
by Luke923
Fri Apr 23, 2004 7:19 pm
Forum: Beginners Help
Topic: BSP laden...
Replies: 8
Views: 814

Anonymous wrote:uuuh... what does butchered mean?
Just in case: you didn't do anything wrong, I was just to stupid to open the link. :wink:

-tüt
Sorry about that...I was referring to the really poor translation of your post.