Search found 12 matches

by agrif
Sat Sep 02, 2006 3:43 pm
Forum: Project Announcements
Topic: PLY loader
Replies: 5
Views: 3201

Grampus

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 lea...
by agrif
Fri Sep 01, 2006 9:17 pm
Forum: Project Announcements
Topic: PLY loader
Replies: 5
Views: 3201

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 wan...
by agrif
Sun Aug 20, 2006 11:38 pm
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8016

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, may...
by agrif
Fri Aug 18, 2006 11:34 am
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8016

ah-hah! my bad... It makes sense now, I just wasn't looking at the default case... (maybe I should test before I whine... :roll: )

It's really amazing how far irrlicht has come since going CVS/SVN. There are features now that I would've never dreamed of...

agrif
by agrif
Fri Aug 18, 2006 4:08 am
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8016

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 (k...
by agrif
Thu Aug 17, 2006 9:33 am
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8016

I don't think this is there yet... I looked and looked and saw nothing... :(

GLSL needs to be able to use all four textures!!!! *steam* I have to use a patch right now. A simple patch, but a patch nonetheless. I've always prided myself in using vanilla Irrlicht, but not anymore!

:P

agrif
by agrif
Tue Aug 08, 2006 3:17 pm
Forum: Bug reports
Topic: IGUIStaticText elements disappear with textures > 2
Replies: 1
Views: 238

Huh... when I woke up this morning the text element came back. Must've snuck in last night sometime. This bug could be very hard to replicate... maybe it was because my computer felt bored.

If I can replicate it again I'll look further into it, but for now it looks like that would be hard.
by agrif
Tue Aug 08, 2006 3:48 am
Forum: Bug reports
Topic: IGUIStaticText elements disappear with textures > 2
Replies: 1
Views: 238

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. ...
by agrif
Sat Jul 22, 2006 4:42 am
Forum: Project Announcements
Topic: Simple L-System Demo
Replies: 1
Views: 630

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://projectfa...
by agrif
Fri Jul 21, 2006 5:11 pm
Forum: Beginners Help
Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
Replies: 5
Views: 997

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, ...
by agrif
Thu Jul 20, 2006 12:36 am
Forum: Beginners Help
Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
Replies: 5
Views: 997

I'm normally not one to bump topics, so forgive me... but with 3 days but only about 18 views (at least 4 mine :shock:), maybe this is worth another try.

I'm beginning to think this is an Advanced Help topic...
by agrif
Tue Jul 18, 2006 1:04 am
Forum: Beginners Help
Topic: EMT_TRANSPARENT_VERTEX_ALPHA in OpenGL?
Replies: 5
Views: 997

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/int...