Alright. I just solved, with the help of some other threads here, the infamous transparent material z-buffering problem as it existed in my project. However, I'm kinda curious-
Driver->setAllowZWriteOnTransparent(true);
apparently did nothing, while
Scenemanager->getParameters()->setAttribute ...
Search found 4 matches
- Fri Dec 05, 2008 3:30 am
- Forum: Advanced Help
- Topic: Z-write on transparent - disambiguation help...?
- Replies: 1
- Views: 455
- Wed Nov 19, 2008 3:07 am
- Forum: Beginners Help
- Topic: light problems with normal maps
- Replies: 7
- Views: 1748
Alright. This is exactly the issue I'm running into, and it's driving me nuts, and I could really use an OpenGL solution since for my particular project (NDA, sorry) DirectX isn't going to be an option.
Obviously OpenGL can handle things correctly, as evidenced by Per Pixel Lighting example 11. But ...
Obviously OpenGL can handle things correctly, as evidenced by Per Pixel Lighting example 11. But ...
- Wed Sep 24, 2008 8:34 am
- Forum: Beginners Help
- Topic: parallax math update
- Replies: 0
- Views: 390
parallax math update
Now that I can play with multitexturing and normal/parallax mapping (and the shaders I'm assuming get written implicitly for normal/parallax), I'm wondering if there's a quick way to tell Irrlicht to rebuild the parallax shader and/or update the relevant inputs manually, e.g. when I know the camera ...
- Wed Sep 24, 2008 5:46 am
- Forum: Beginners Help
- Topic: Directional Light & SW Renderer [solved]
- Replies: 0
- Views: 411
Directional Light & SW Renderer [solved]
Would I be right in hypothesizing that the Burning renderer doesn't do directional lights? I'm currently wrapping my head around the engine with some simple coding trials on a stock cube. I have a directional light made with
scene::ILightSceneNode* light2 =
smgr->addLightSceneNode(0, core ...
scene::ILightSceneNode* light2 =
smgr->addLightSceneNode(0, core ...