hyy mel................................................
This way, you have access to the whole engine inside the constants Callback, and you don't need global variables :).
thats what i thought too, had done it in the suggested fashion, needed device to calc ambient and view position..i have zero ...
Search found 135 matches
- Fri May 14, 2010 11:58 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2494
- Fri May 14, 2010 12:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: support for multi-pass shader
- Replies: 17
- Views: 7393
- Fri May 14, 2010 12:45 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What are the plans for Irrlicht 1.8 and further?
- Replies: 264
- Views: 74535
- Thu May 13, 2010 9:35 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2494
- Thu May 13, 2010 7:35 am
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2494
hyy blindSide thanx for getting back
To be perfectly honest, I don't see anything wrong with the Irrlicht image in regards to the shader code you posted, all it really does is take that textured mesh and make it wobble.
Oh wait, Irrlicht doesn't support 3D textures I'm fairly sure. :P Theres your ...
To be perfectly honest, I don't see anything wrong with the Irrlicht image in regards to the shader code you posted, all it really does is take that textured mesh and make it wobble.
Oh wait, Irrlicht doesn't support 3D textures I'm fairly sure. :P Theres your ...
- Wed May 12, 2010 8:05 am
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2494
- Tue May 11, 2010 1:29 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2494
rendermonkey and "converting to world space"
hyy guys
Second. Irrlicht seems to work in "world space" not in "Object space", which means that all translations, rotations, and scalations are made in world space, and thus, that vertex shader would place your object in the middle of the screen, and wouldn't move from there. That is something ...
Second. Irrlicht seems to work in "world space" not in "Object space", which means that all translations, rotations, and scalations are made in world space, and thus, that vertex shader would place your object in the middle of the screen, and wouldn't move from there. That is something ...
- Mon May 10, 2010 10:15 pm
- Forum: Advanced Help
- Topic: [SOLVED] GLSLDevil debugger and irrlicht (is fine)
- Replies: 3
- Views: 997
- Mon May 10, 2010 12:39 pm
- Forum: Advanced Help
- Topic: [SOLVED] GLSLDevil debugger and irrlicht (is fine)
- Replies: 3
- Views: 997
[SOLVED] GLSLDevil debugger and irrlicht (is fine)
Hi Guys
has anyone used the GLSL debugger (GLSLDevil) togther with an irrlicht program, just seems to hang when it runs up the irrilicht program, like this

thoughts anyone?
has anyone used the GLSL debugger (GLSLDevil) togther with an irrlicht program, just seems to hang when it runs up the irrilicht program, like this

thoughts anyone?
- Mon May 10, 2010 10:46 am
- Forum: Code Snippets
- Topic: 0.8 ffmpeg videoplayer with threaded sound (openAL) in synch
- Replies: 64
- Views: 31352
- Sun May 02, 2010 10:45 pm
- Forum: Advanced Help
- Topic: [SOLVED] rendermonkey shader causes access violation
- Replies: 2
- Views: 1063
- Sun May 02, 2010 9:11 pm
- Forum: Advanced Help
- Topic: [SOLVED] rendermonkey shader causes access violation
- Replies: 2
- Views: 1063
[SOLVED] rendermonkey shader causes access violation
Hi Guys
I have got quite a few of rendermonkeys samples working in irrlicht, this one is using the same 3d texture NoiseVolume that was required by the glitter shader (so I am sure that the textures are loaded correctly). However, I get no issue adding the shader below, but smgr->endScene crashes ...
I have got quite a few of rendermonkeys samples working in irrlicht, this one is using the same 3d texture NoiseVolume that was required by the glitter shader (so I am sure that the textures are loaded correctly). However, I get no issue adding the shader below, but smgr->endScene crashes ...
- Thu Apr 29, 2010 10:08 am
- Forum: Code Snippets
- Topic: 0.8 ffmpeg videoplayer with threaded sound (openAL) in synch
- Replies: 64
- Views: 31352
- Wed Apr 28, 2010 5:42 pm
- Forum: Code Snippets
- Topic: 0.8 ffmpeg videoplayer with threaded sound (openAL) in synch
- Replies: 64
- Views: 31352
- Wed Apr 28, 2010 8:26 am
- Forum: Beginners Help
- Topic: [SOLVED]egrath DDS loader built, tested but causes conflict
- Replies: 0
- Views: 978
[SOLVED]egrath DDS loader built, tested but causes conflict
Hi Guys
I have successfully compiled and tested egrath DDS loader using the test.dds supplied, however when I try and use the lib in my own project i get these linker errors in VS2008
1>Linking...
1>CameraImporter.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO ...
I have successfully compiled and tested egrath DDS loader using the test.dds supplied, however when I try and use the lib in my own project i get these linker errors in VS2008
1>Linking...
1>CameraImporter.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO ...