Search found 135 matches
- Fri May 14, 2010 11:58 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2182
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 gl...
- Fri May 14, 2010 12:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: support for multi-pass shader
- Replies: 17
- Views: 6855
- 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: 53392
- Thu May 13, 2010 9:35 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2182
also i did look into 3dnoise functions as suggested, i found this one which gens 3d noise from a 2d source quite cool some of the effects you can get out of the shader thou not really looking like fire, this one moves at high speed, a fire pinapple me thinks http://www.thespecialist-online.com/murmu...
- Thu May 13, 2010 7:35 am
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2182
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 pr...
- Wed May 12, 2010 8:05 am
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2182
ftransform() takes care of the world, view and projection transformations for you, so you don't have to worry about that. The likely cause for the difference is probably something closer to what hybrid mentioned. Remember to set the correct base material for the shader if you want transparency. swe...
- Tue May 11, 2010 1:29 pm
- Forum: Advanced Help
- Topic: rendermonkey and "converting to world space"
- Replies: 8
- Views: 2182
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. Th...
- Mon May 10, 2010 10:15 pm
- Forum: Advanced Help
- Topic: [SOLVED] GLSLDevil debugger and irrlicht (is fine)
- Replies: 3
- Views: 811
- Mon May 10, 2010 12:39 pm
- Forum: Advanced Help
- Topic: [SOLVED] GLSLDevil debugger and irrlicht (is fine)
- Replies: 3
- Views: 811
[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: 28055
Hyy randomMesh Using memcpy the picture is aways messed... Maybe sizeof(irr::s32) is not 4 on your system. It would be best to replace all occurrences of irr::s32 by uint32_t anyway. is this the only type that should be replaced me wonders??? tnx rrrrrrrrrr Hyy paulo, 1- sws_scale() only works if my...
- Sun May 02, 2010 10:45 pm
- Forum: Advanced Help
- Topic: [SOLVED] rendermonkey shader causes access violation
- Replies: 2
- Views: 935
- Sun May 02, 2010 9:11 pm
- Forum: Advanced Help
- Topic: [SOLVED] rendermonkey shader causes access violation
- Replies: 2
- Views: 935
[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 af...
- Thu Apr 29, 2010 10:08 am
- Forum: Code Snippets
- Topic: 0.8 ffmpeg videoplayer with threaded sound (openAL) in synch
- Replies: 64
- Views: 28055
The problem with your current code is that you remove and create the texture each frame, which burdens the GPU with heavy memory thrashing. If you use the memcpy parameters correctly, it won't trash your data. It's a very common and well tested system call. agreed memcpy is usually the way forward,...
- Wed Apr 28, 2010 5:42 pm
- Forum: Code Snippets
- Topic: 0.8 ffmpeg videoplayer with threaded sound (openAL) in synch
- Replies: 64
- Views: 28055
hmmm raven huh, not sure about your problem, one thing i can see is that you are using a 3ds mesh for the videooutput object, try a plain node like this one IMeshSceneNode *videoOutput = smgr->addCubeSceneNode(1,0,-1,vector3df(-10000,0,0),vector3df(0,0,0),vector3df(774,578,1)); if still problem then...
- Wed Apr 28, 2010 8:26 am
- Forum: Beginners Help
- Topic: [SOLVED]egrath DDS loader built, tested but causes conflict
- Replies: 0
- Views: 723
[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' specificat...