hybrid: I'll have to look at that triangulation code. Glad you commented your code, unlike me.
vermeer:
I don't know whether UV coords are an official part of the format, but the general consesnus on the web is they are added by the s and t properties of the vertex. As for the blender plugin, at ...
Search found 12 matches
- Sat Sep 02, 2006 3:43 pm
- Forum: Project Announcements
- Topic: PLY loader
- Replies: 5
- Views: 3788
- Fri Sep 01, 2006 9:17 pm
- Forum: Project Announcements
- Topic: PLY loader
- Replies: 5
- Views: 3788
PLY loader
So... I made a .ply loader. See a little more about it, and some sample files, here [graphics.stanford.edu] and here [local.wasp.uwa.edu.au].
Basically, it's a simple, usually text-based mesh format that's really extendable. The Stanford Bunny [en.wikipedia.org] originally came in this format.
I ...
Basically, it's a simple, usually text-based mesh format that's really extendable. The Stanford Bunny [en.wikipedia.org] originally came in this format.
I ...
- Sun Aug 20, 2006 11:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 11409
chickens lol
omaremad: I don't understand what you're saying. In my understanding, GLSL samplers are used for lookup tables or textures. In order to get any texture, you need a sampler to begin with. Every GLSL shader I've seen uses samplers for extra textures.
Maybe we misunderstood each other.
hybrid: Wow ...
Maybe we misunderstood each other.
hybrid: Wow ...
- Fri Aug 18, 2006 11:34 am
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 11409
- Fri Aug 18, 2006 4:08 am
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 11409
Lesee... The patch I use is here:
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=12651
I prefer chromdragon's method, it's cleaner and doesn't change the api any more than it has to. All you need to add are a few lines in setShaderCallback, and add a function to COpenGLDriver. Shaders are ...
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=12651
I prefer chromdragon's method, it's cleaner and doesn't change the api any more than it has to. All you need to add are a few lines in setShaderCallback, and add a function to COpenGLDriver. Shaders are ...
- Thu Aug 17, 2006 9:33 am
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 11409
- Tue Aug 08, 2006 3:17 pm
- Forum: Bug reports
- Topic: IGUIStaticText elements disappear with textures > 2
- Replies: 1
- Views: 325
- Tue Aug 08, 2006 3:48 am
- Forum: Bug reports
- Topic: IGUIStaticText elements disappear with textures > 2
- Replies: 1
- Views: 325
IGUIStaticText elements disappear with textures > 2
It seems that static text elements dissappear when you assign more than two textures to a scene node. Any scene node, and all text elements. I assume this spreads to other GUI elements as well, but I haven't tested it. I also have no idea why this happens.
It may be specific to the opengl renderer ...
It may be specific to the opengl renderer ...
- Sat Jul 22, 2006 4:42 am
- Forum: Project Announcements
- Topic: Simple L-System Demo
- Replies: 1
- Views: 704
Simple L-System Demo
I've been playing around with procedural textures for a bit and came up with a small program to tweak the settings of an L-System fractal (tree type stuff...) It looked kinda useful so I cleaned it up and decided to share it. This could be really neat for people who like fractals...
http ...
http ...
- Fri Jul 21, 2006 5:11 pm
- Forum: Beginners Help
- Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
- Replies: 5
- Views: 1222
I looked through all the examples for some sample code that would work, but apparently I forgot about the planet in the PerPixelLighting demo... It works on my computer, so I worked off that.
I found out that EMT_TRANSPARENT_VERTEX_ALPHA does not work no matter how you jigger it in OpenGL. However ...
I found out that EMT_TRANSPARENT_VERTEX_ALPHA does not work no matter how you jigger it in OpenGL. However ...
- Thu Jul 20, 2006 12:36 am
- Forum: Beginners Help
- Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
- Replies: 5
- Views: 1222
- Tue Jul 18, 2006 1:04 am
- Forum: Beginners Help
- Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
- Replies: 5
- Views: 1222
EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
Looking at the documentation, it seems most materials like EMT_TRANSPARENT_VERTEX_ALPHA don't work in OpenGL, although it doesn't say whether EMT_TRANSPARENT_VERTEX_ALPHA works. I tried using this material with the following code, but nothing at all happens...
mesh = smgr->getMesh("../media/intro ...
mesh = smgr->getMesh("../media/intro ...