Search found 128 matches

by Adversus
Sat Nov 01, 2014 10:34 pm
Forum: Beginners Help
Topic: Lights and Lightmaps
Replies: 6
Views: 1216

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...
by Adversus
Thu Jul 03, 2014 4:53 pm
Forum: Advanced Help
Topic: Deferred Lighting on the iPhone
Replies: 3
Views: 614

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.
by Adversus
Thu Jul 03, 2014 4:49 pm
Forum: Advanced Help
Topic: Deferred Lighting on the iPhone
Replies: 3
Views: 614

Re: Deferred Lighting on the iPhone

Does Unreal not use Deferred Shading on the iPhone or does it just fall back to lightmaps?
by Adversus
Thu Jul 03, 2014 1:34 pm
Forum: Advanced Help
Topic: Deferred Lighting on the iPhone
Replies: 3
Views: 614

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.
by Adversus
Thu Mar 20, 2014 12:41 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

Re: More frustum cull methods

Thanks Hendu. That's easier :-)
by Adversus
Wed Mar 19, 2014 2:22 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

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...
by Adversus
Wed Mar 12, 2014 5:42 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

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.
by Adversus
Wed Mar 12, 2014 5:20 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

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.
by Adversus
Wed Mar 12, 2014 5:07 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

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?
by Adversus
Wed Mar 12, 2014 4:56 pm
Forum: Open Discussion and Dev Announcements
Topic: More frustum cull methods
Replies: 23
Views: 6161

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...
by Adversus
Tue Jan 14, 2014 6:34 pm
Forum: Advanced Help
Topic: Using render to texture to draw a 3d gui
Replies: 4
Views: 718

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.
by Adversus
Tue Jan 14, 2014 1:34 am
Forum: Advanced Help
Topic: Using render to texture to draw a 3d gui
Replies: 4
Views: 718

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...
by Adversus
Tue Jan 14, 2014 12:33 am
Forum: Advanced Help
Topic: Using render to texture to draw a 3d gui
Replies: 4
Views: 718

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...
by Adversus
Tue Dec 03, 2013 5:49 pm
Forum: Beginners Help
Topic: Performance when rendering to texture
Replies: 5
Views: 635

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 ...
by Adversus
Fri Sep 06, 2013 1:49 pm
Forum: Bug reports
Topic: quaternion.toEuler() or matrix4.setRotationDegrees() wrong
Replies: 2
Views: 1212

Re: quaternion.toEuler() or matrix4.setRotationDegrees() wro

Does anyone have a solution to this? I'm finding the same issue.