Search found 265 matches
- Wed Jul 28, 2010 4:18 pm
- Forum: Code Snippets
- Topic: Updated 7/3/11 -Edge detection+Antialiasing on RenderTarget!
- Replies: 24
- Views: 14483
- Tue Jul 27, 2010 1:15 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: HOWTO Guide: Unmanaged Irrlicht in .NET WinForms
- Replies: 15
- Views: 14688
- Mon Jul 26, 2010 4:53 pm
- Forum: Off-topic
- Topic: Games in windowed mode or full screen?
- Replies: 8
- Views: 1744
- Fri Jul 23, 2010 6:40 pm
- Forum: Beginners Help
- Topic: Setting texture alpha
- Replies: 11
- Views: 1040
- Thu Jul 22, 2010 9:50 pm
- Forum: Beginners Help
- Topic: Setting texture alpha
- Replies: 11
- Views: 1040
- Thu Jul 22, 2010 9:42 pm
- Forum: Beginners Help
- Topic: No way to export project templates in VC2010 express?
- Replies: 1
- Views: 224
As far as I know, you can't. Templates need to be created in some special way. I think you can use the project files to help create the template though.
If you're looking to make it easier to start an Irrlicht project, you could always use a tool like Premake to generate your project instead.
If you're looking to make it easier to start an Irrlicht project, you could always use a tool like Premake to generate your project instead.
- Thu Jul 22, 2010 9:29 pm
- Forum: Beginners Help
- Topic: Fading out effect with TRANPARENT_ALPHA_CHANNEL
- Replies: 7
- Views: 1342
No, my method is per node. Just use a different alpha value in your callback. Remember, I'm using IrrCg, it is a bit different with GLSL and the built-in shader support in Irrlicht. IrrCg does work with OpenGL, however. EG: This might be your callback. void AlphaShaderCallback::OnSetConstants(IrrCg:...
- Thu Jul 22, 2010 9:26 pm
- Forum: Beginners Help
- Topic: per-polygon color and normal data
- Replies: 5
- Views: 355
- Thu Jul 22, 2010 12:35 am
- Forum: Open Discussion and Dev Announcements
- Topic: Request for direct access to z-buffer
- Replies: 10
- Views: 2256
- Thu Jul 22, 2010 12:30 am
- Forum: Beginners Help
- Topic: Fading out effect with TRANPARENT_ALPHA_CHANNEL
- Replies: 7
- Views: 1342
This is for Cg, so the syntax will be different, but it would be something like this: void fadingPixel(float2 uv : TEXCOORD0,uniform sampler2D texture,uniform float alpha,out float4 color : COLOR) { color = tex2D(texture,uv)*alpha } And then alpha would be set in the shader callback. I belive I reme...
- Tue Jul 20, 2010 9:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request for direct access to z-buffer
- Replies: 10
- Views: 2256
- Tue Jul 20, 2010 9:13 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2010 [Winner announced!]
- Replies: 37
- Views: 17954
- Tue Jul 20, 2010 9:11 pm
- Forum: Everything 2d/3d Graphics
- Topic: Irrlicht 3D LOGO :) (updated)
- Replies: 11
- Views: 2742
- Mon Jul 19, 2010 3:56 am
- Forum: Everything 2d/3d Graphics
- Topic: Irrlicht 3D LOGO :) (updated)
- Replies: 11
- Views: 2742
You used the old one from the website =P The one on the Wiki is much nicer http://www.irrlicht3d.org/images/irrlicht_new_logo.png other than that, pretty nice!
And like the others said, quite a few polys on there!
And like the others said, quite a few polys on there!
- Mon Jul 19, 2010 3:23 am
- Forum: Advanced Help
- Topic: gui draw order
- Replies: 10
- Views: 1033