Search found 71 matches

by Geomaster
Sun Apr 11, 2010 5:40 pm
Forum: Code Snippets
Topic: FPS camera scene node fix
Replies: 4
Views: 3388

Well, not sure which vector are you talking about. There are two vectors in play when diagonally moving, one for strafing and one for ahead at the same time. Both are normalized, but when you add them to the current camera vector, it's in fact moved for BothVectorsLength * sqrt(2). There is no diago...
by Geomaster
Sat Apr 10, 2010 10:39 pm
Forum: Code Snippets
Topic: FPS camera scene node fix
Replies: 4
Views: 3388

FPS camera scene node fix

I saw that many of us use Irrlicht's built in FPS camera. But there's a small mistake in the animator which controls it... So, here's how the movement looks like: http://img683.imageshack.us/img683/44/expla1.png (where blue is ahead, red is strafing, and step is the number of units the camera should...
by Geomaster
Fri Mar 19, 2010 1:01 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436092

I have a really strange problem. At first, I had 'unrecognized compiler targets' even with my own shaders, but now here's what happens in my own project (all directories are fine and the paths to shaders are OK, I checked it): 'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll' 'Brea...
by Geomaster
Mon Dec 14, 2009 7:23 pm
Forum: Advanced Help
Topic: Shader passes
Replies: 1
Views: 537

Shader passes

Hey, I'm a novice to shaders - not a 100% noob but - I thought if there is any way to make two or more shaders do things cooperative, let's say that one shader was for Phong lighting but I also want to apply another one, say for shadows or reflection (totally irrelevant). So is there any way for pix...
by Geomaster
Wed Dec 09, 2009 7:50 pm
Forum: Advanced Help
Topic: Dockable UI
Replies: 2
Views: 522

No, I didn't wanted to use Irrlicht's GUI system, I wanted to use one with Windows forms because it will look most familiar to end-users. And how hard is it to write and is it worth it (i.e. do I get less use from it than time spent?) I also remembered from VB6 that the dockable windows were called ...
by Geomaster
Wed Dec 09, 2009 4:41 pm
Forum: Advanced Help
Topic: Dockable UI
Replies: 2
Views: 522

Dockable UI

Hey guys, I am planning to create an Irrlicht based game IDE. The main idea is to avoid need for different tools and have about everything in one environment, like world/shader editor, material manager, tools for adjusting proportions and stuff... The IDE will be Windows-only (I've got no experience...
by Geomaster
Mon Nov 09, 2009 12:01 pm
Forum: Beginners Help
Topic: Meshbuffers
Replies: 1
Views: 323

Meshbuffers

Hello everyone, I have loaded two meshes with same polygons & vertices, but with different materials on it and different texture coordinates. I succeeded to get all the vertices from both meshes and save their indices, UV texcoords, normals and position into two arrays of my custom struct. But n...
by Geomaster
Sun Nov 01, 2009 11:13 pm
Forum: Off-topic
Topic: Need a REALLY BIG favor from Deutsch-speaking members.
Replies: 9
Views: 1481

Yes, you're right... That was too... dramatical? I guess... :D If you are using Firefox, press CTRL+F, type "please", click "highlight all" and then view first post :D
by Geomaster
Sat Oct 31, 2009 6:02 pm
Forum: Off-topic
Topic: Need a REALLY BIG favor from Deutsch-speaking members.
Replies: 9
Views: 1481

How did you end up in a state where you have to beg for such a thing...here:S Anyway I think you have your answers. As I said in the previous post, our teacher "changed his mind" and decided not to give us the participles & translations. I think that's because HE didn't actually know ...
by Geomaster
Sat Oct 31, 2009 5:38 pm
Forum: Off-topic
Topic: Need a REALLY BIG favor from Deutsch-speaking members.
Replies: 9
Views: 1481

Hey guys you really ROCK!!! Thanks SO MUCH. Btw, our teacher wrote verbs on the blackboard and told us to find the participles... First he said that he is going to give us the full translations and participles, but then he "changed his mind"... Something like "you have dictionaries an...
by Geomaster
Sat Oct 31, 2009 4:26 pm
Forum: Off-topic
Topic: Need a REALLY BIG favor from Deutsch-speaking members.
Replies: 9
Views: 1481

Need a REALLY BIG favor from Deutsch-speaking members.

First, I want to apologize for asking things like this in a forum like this. But PLEASE, do not delete this, this is really important to me. PLEASE PLEASE PLEASE. Please again. Leave this. I just need participles of some verbs and the auxiliary verb for the past (sein/haben). I really NEED YOUR HELP...
by Geomaster
Wed Oct 28, 2009 5:19 pm
Forum: Everything 2d/3d Graphics
Topic: Any Cinema 4D users here?
Replies: 7
Views: 2204

I have created little program for creating lightmaps based on 2 textures: diffuse with lighting and diffuse without lighting, so you don't have to do it manually, but still has some bugs, working on it...
by Geomaster
Wed Oct 21, 2009 8:48 pm
Forum: Everything 2d/3d Graphics
Topic: Any Cinema 4D users here?
Replies: 7
Views: 2204

Just succeeded in creating really great lightmaps, but without ignoring textures for GI. I hope I'll do something for connecting seperate UV coordinates to one mesh, or even better: to natively export two UV sets from C4D. I really like the results I got there. It requires more work since it's mostl...
by Geomaster
Wed Oct 21, 2009 4:06 pm
Forum: Everything 2d/3d Graphics
Topic: Any Cinema 4D users here?
Replies: 7
Views: 2204

Nevermind, I'll write a program which will rip the triangles from first mesh along with their UVs and then for each triangle search for its counterpart in second mesh and save its UV as well. I think this method is more stable, because materials could have different setup in these two meshes, and th...
by Geomaster
Wed Oct 21, 2009 11:51 am
Forum: Everything 2d/3d Graphics
Topic: Any Cinema 4D users here?
Replies: 7
Views: 2204

Hm, the biggest problem seems to be loading these lightmaps into Irrlicht, it's pretty tricky and I'll write an application for ripping UV sets from two meshes, and then fusing them into one. When I finish that, I will write a tutorial for doing this, because lightmaps do not include some artifacts ...