Search found 128 matches
- Sat Nov 01, 2014 10:34 pm
- Forum: Beginners Help
- Topic: Lights and Lightmaps
- Replies: 7
- Views: 1870
Re: Lights and Lightmaps
I use 3d studios max to build the lightmaps for the level geometry. Just use render to texture and put it on channel 2 then use the lightmap material type in irrlicht. You can export the lights from max using the b3d exporter however it only works for max 9. The thing you will want to do is modify t...
- Thu Jul 03, 2014 4:53 pm
- Forum: Advanced Help
- Topic: Deferred Lighting on the iPhone
- Replies: 3
- Views: 662
Re: Deferred Lighting on the iPhone
I've just Googled. So in case anyone else wondered this.
No it doesn't, just forward rendering. In fact it seems like it doesn't even support shadows at all.
Thanks Nadro.
No it doesn't, just forward rendering. In fact it seems like it doesn't even support shadows at all.
Thanks Nadro.
- Thu Jul 03, 2014 4:49 pm
- Forum: Advanced Help
- Topic: Deferred Lighting on the iPhone
- Replies: 3
- Views: 662
Re: Deferred Lighting on the iPhone
Does Unreal not use Deferred Shading on the iPhone or does it just fall back to lightmaps?
- Thu Jul 03, 2014 1:34 pm
- Forum: Advanced Help
- Topic: Deferred Lighting on the iPhone
- Replies: 3
- Views: 662
Deferred Lighting on the iPhone
Has anyone got this working?
And would it be a huge job to port something like irrRenderer to the iPhone?
Sorry I'm not really up to speed with all the latest irrlicht developments so I don't really know the status of these things.
And would it be a huge job to port something like irrRenderer to the iPhone?
Sorry I'm not really up to speed with all the latest irrlicht developments so I don't really know the status of these things.
- Thu Mar 20, 2014 12:41 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
Thanks Hendu. That's easier
- Wed Mar 19, 2014 2:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
// can be seen by cam pyramid planes ? if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX)) { SViewFrustum frust = *cam->getViewFrustum(); core::vector3df edges[8]; core::aabbox3d<f32> box = node->getBoundingBox(); node->ge...
- Wed Mar 12, 2014 5:42 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
I have cygwin too. Need it for build tools
Thanks although after looking a bit closer I just realized it was the code for cone frustum culling that I needed. Sphere doesn't really improve it much. Shame - I may have to write it myself.
Thanks although after looking a bit closer I just realized it was the code for cone frustum culling that I needed. Sphere doesn't really improve it much. Shame - I may have to write it myself.
- Wed Mar 12, 2014 5:20 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
Actually I think I have it patched. It wasn't too hard to just work through it as it was a diff file however it would be really good to know if there's a way of doing this automatically. btw - I use Tortoise SVN.
- Wed Mar 12, 2014 5:07 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
Sorry I haven't used patching and I'm not even to sure if I could apply it with my version of irrlicht. Is there away to get project with this patch applied?
- Wed Mar 12, 2014 4:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: More frustum cull methods
- Replies: 23
- Views: 6453
Re: More frustum cull methods
Did this patch every make it into any of the official releases or is it in the nightly build for irrlicht 1.9? btw - When I downloaded that I assume that irrlicht-current-core-win32 is the correct file to get. The timestamps don't appear right though however I grabbed it from the mirror http://irrli...
- Tue Jan 14, 2014 6:34 pm
- Forum: Advanced Help
- Topic: Using render to texture to draw a 3d gui
- Replies: 4
- Views: 759
Re: Using render to texture to draw a 3d gui
mongoose - yea that's what I'm doing.
btw - Using the pre-multiplied doesn't work right either although it is better. Another solution is to render it twice which again is better but not quite the same.
btw - Using the pre-multiplied doesn't work right either although it is better. Another solution is to render it twice which again is better but not quite the same.
- Tue Jan 14, 2014 1:34 am
- Forum: Advanced Help
- Topic: Using render to texture to draw a 3d gui
- Replies: 4
- Views: 759
Re: Using render to texture to draw a 3d gui
Ignore as I've fixed this. For anyone who is interested to know you need to use glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) when drawing the texture on the billboard back to screen. However that still doesn't explain why the actual rendered texture is different than the source texture so does anyone...
- Tue Jan 14, 2014 12:33 am
- Forum: Advanced Help
- Topic: Using render to texture to draw a 3d gui
- Replies: 4
- Views: 759
Using render to texture to draw a 3d gui
I have this working except that what I'm finding is that when you render a gui element to a texture it doesn't give the exact same result as rendering to the framebuffer. I've tested them side by side using an image file that I generated by writing the texture. I've looked through all the code and t...
- Tue Dec 03, 2013 5:49 pm
- Forum: Beginners Help
- Topic: Performance when rendering to texture
- Replies: 5
- Views: 662
Re: Performance when rendering to texture
Prebuild the shirts for each player as textures once when the match is loading, both colors (although I would simply use a texture per team as anything else will look crap and won't allow for detail) and numbers/names (do a setRenderTarget and call IGuiFont::draw) btw I've used fonts when rendering ...
- Fri Sep 06, 2013 1:49 pm
- Forum: Bug reports
- Topic: quaternion.toEuler() or matrix4.setRotationDegrees() wrong
- Replies: 2
- Views: 1259
Re: quaternion.toEuler() or matrix4.setRotationDegrees() wro
Does anyone have a solution to this? I'm finding the same issue.