Thats working better. I've added the after burner effect to the ship now, but with out the additive blend effect its looking a little strange. I think I will tinker around and devise a way of doing that, because I absolutely need it in the 2d graphics for this game.
edit: Just a quick screen shot ...
Search found 15 matches
- Thu Apr 30, 2009 9:14 am
- Forum: Advanced Help
- Topic: ITexture and EMT_TRANSPARENT_ADD_COLOR
- Replies: 7
- Views: 902
- Thu Apr 30, 2009 8:23 am
- Forum: Advanced Help
- Topic: ITexture and EMT_TRANSPARENT_ADD_COLOR
- Replies: 7
- Views: 902
- Wed Apr 29, 2009 9:10 pm
- Forum: Beginners Help
- Topic: What screen coordinate system is used in Irrlicht?
- Replies: 7
- Views: 674
- Wed Apr 29, 2009 8:29 pm
- Forum: Advanced Help
- Topic: ITexture and EMT_TRANSPARENT_ADD_COLOR
- Replies: 7
- Views: 902
- Wed Apr 29, 2009 3:44 pm
- Forum: Advanced Help
- Topic: ITexture and EMT_TRANSPARENT_ADD_COLOR
- Replies: 7
- Views: 902
ITexture and EMT_TRANSPARENT_ADD_COLOR
I've tried looking through the documentation on this one, and short of creating a 3D object and applying the Texture too it I can't figure out how to apply this flag to an ITexture.
Basically the game I'm creating uses a strange mix of 2D and 3D graphics. In the background is a pseudo 2d star field ...
Basically the game I'm creating uses a strange mix of 2D and 3D graphics. In the background is a pseudo 2d star field ...
- Tue Apr 28, 2009 4:58 pm
- Forum: Advanced Help
- Topic: Is Billboard in Scene?
- Replies: 3
- Views: 666
- Tue Apr 28, 2009 8:08 am
- Forum: Advanced Help
- Topic: Is Billboard in Scene?
- Replies: 3
- Views: 666
Is Billboard in Scene?
Is there a way built in to irrlicht to determine if a billboard object is visible to the player? (I.e on screne/in scene), or does it require some custom functionality?
- Mon Apr 27, 2009 9:36 am
- Forum: Advanced Help
- Topic: Billboard Transparency
- Replies: 1
- Views: 502
Billboard Transparency
Is it possible to alter the alpha/transparency of a billboard scene node whilst running without having to load different textures?
- Mon Apr 27, 2009 7:33 am
- Forum: Beginners Help
- Topic: C++ Classes driving me crazy
- Replies: 4
- Views: 587
- Mon Apr 27, 2009 7:16 am
- Forum: Beginners Help
- Topic: C++ Classes driving me crazy
- Replies: 4
- Views: 587
C++ Classes driving me crazy
Need a bit of help with C++ classes.
What I'm wanting to do is to return a pointer of a newly allocated class so that I'm not having to lug an entire objects around my code. I need to do this via the constructor ideally.
I can do this in Objective-C, PHP and some others but I can't for the life of ...
What I'm wanting to do is to return a pointer of a newly allocated class so that I'm not having to lug an entire objects around my code. I need to do this via the constructor ideally.
I can do this in Objective-C, PHP and some others but I can't for the life of ...
- Sat Apr 25, 2009 9:01 pm
- Forum: Off-topic
- Topic: Next Generation of Game Controller ???
- Replies: 5
- Views: 1421
- Sat Apr 25, 2009 8:37 pm
- Forum: Off-topic
- Topic: Who is everybody?
- Replies: 358
- Views: 568711
- Mon Apr 20, 2009 10:07 am
- Forum: Advanced Help
- Topic: {Little off Topic} Speeding up the main thread?
- Replies: 1
- Views: 523
Although most of my programming experience isn't from games/3d development or C++ even I do have a fair amount of experience in writing data parsers and handling large sets of data in C/Objective-C so I will give you some advice based on my experiences. If any bits of this don't apply to C++ please ...
- Sun Apr 19, 2009 3:19 pm
- Forum: Beginners Help
- Topic: Terrain Texture and Size Problems
- Replies: 1
- Views: 383
Terrain Texture and Size Problems
Hi,
I've recently begun implementing a more flexible terrain system for my game, one that will use an array of tiles in such a way that I can keep a high level of detail in the texture. I want to avoid scaling textures if at all possible.
So far everything has been going pretty well except for ...
I've recently begun implementing a more flexible terrain system for my game, one that will use an array of tiles in such a way that I can keep a high level of detail in the texture. I want to avoid scaling textures if at all possible.
So far everything has been going pretty well except for ...
- Fri Jan 02, 2009 2:07 pm
- Forum: Bug reports
- Topic: [fixed] FPS Camera oddities in Full Screen [OSX only]
- Replies: 2
- Views: 604
[fixed] FPS Camera oddities in Full Screen [OSX only]
Hi I'm new to Irrlicht. Just discovered it last night and its already helping loads with the creation of my game idea, was previously making the engine from scratch and it was tedious work. Irrlicht is a god send!
However I have noticed one strange oddity. This is under the 1.4.2 SDK on OS X btw ...
However I have noticed one strange oddity. This is under the 1.4.2 SDK on OS X btw ...