Search found 120 matches

by Auria
Sat Sep 22, 2012 11:16 pm
Forum: Advanced Help
Topic: Sun washes away vertex colors
Replies: 4
Views: 1438

Re: Sun washes away vertex colors

The mesh can be found here : http://www.mediafire.com/?hilqs292x58c3h4
(if you get it from our latest SVN you will get one where we managed to make the problem go away without quite knowing how we did it)

in case you want the textures, they are at http://supertuxkart.svn.sourceforge.net/viewvc ...
by Auria
Sat Sep 22, 2012 4:30 pm
Forum: Advanced Help
Topic: Sun washes away vertex colors
Replies: 4
Views: 1438

Re: Sun washes away vertex colors

Actually, the upper image also shows these white streaks, just a little less obvious. Also normals of the silo are not smoothed, otherwise the silo would be perfectly round. This could be the root of the problem, though, as a wongly calculated normal might introduce such problems. How's the silo ...
by Auria
Fri Sep 21, 2012 10:52 pm
Forum: Advanced Help
Topic: Sun washes away vertex colors
Replies: 4
Views: 1438

Sun washes away vertex colors

Hi,

this is a complex bug I hope someone will be able to shed light now. Right from the start, I can't provider any reproducible test case beyond supertuxkart - the irrlicht mesh view demo, for instance, uses no lighting and can't reproduce that.

First, here is what the object looks like in ...
by Auria
Sat Aug 18, 2012 3:44 am
Forum: Competition Time!
Topic: Screenshot of the Month August 2012 [winner announced]
Replies: 15
Views: 15358

Re: Screenshot of the Month August 2012 [post your images!]

Supertuxkart : the minigolf track
http://img213.imageshack.us/img213/1405/supertuxkartminigolf201.jpg

Track model by Mac_DMH, for the supertuxkart project : http://supertuxkart.net
Supertuxkart uses blender for modelling, irrlicht for rendering and bullet for physics. This track features ...
by Auria
Sat Jul 21, 2012 10:34 pm
Forum: Advanced Help
Topic: More than 4 textures for shaders
Replies: 5
Views: 1336

Re: More than 4 textures for shaders

I wonder if distributions really care much about that for games - the graphic-engine is such an integral part of a game that I really think it should just be thought as part of it. I mean as long as you make sure the library sources are included in your project the only disadvantage in that case ...
by Auria
Sat Jul 21, 2012 6:08 pm
Forum: Advanced Help
Topic: More than 4 textures for shaders
Replies: 5
Views: 1336

Re: More than 4 textures for shaders

You can always change the material texture count up to any number you want.

By this, do you mean the compilation config? If so then the problem I mentionned in my bug report comes back :( on OSX and Windows it's OK since we provide binaries, but on Linux distributions like to use irrlicht from ...
by Auria
Sat Jul 21, 2012 12:43 am
Forum: Advanced Help
Topic: More than 4 textures for shaders
Replies: 5
Views: 1336

More than 4 textures for shaders

I guess this post is mostly for hybrid :)

This is a follow up to ticket https://sourceforge.net/tracker/?func=detail&atid=540679&aid=3454889&group_id=74339 . I don't really understand the fix :


I started to allow more texture calls manually, thus supporting all 16 (or
whatever) textures now by ...
by Auria
Wed Feb 01, 2012 12:59 am
Forum: Competition Time!
Topic: Screenshot of the Month February 2012 [Winners announced!]
Replies: 27
Views: 20698

Re: Screenshot of the Month February 2012 [Submit now!]

Hi folks,

this is the first time our project (SuperTuxKart) enters this contest :)

SuperTuxKart : The Zen Garden Pond
http://img577.imageshack.us/img577/8096/zenpond2.jpg

This image uses the OpenGL renderer of irrlicht, and can be seen in SuperTuxKart (supertuxkart.net). The scene was modeled ...
by Auria
Fri Dec 09, 2011 12:05 am
Forum: Advanced Help
Topic: 2nd Texture-Coordiantes for 3D-Mesh exportable?
Replies: 3
Views: 924

Re: 2nd Texture-Coordiantes for 3D-Mesh exportable?

the B3D exporter too supports 2 layers of UV texturing
by Auria
Thu Dec 01, 2011 2:35 am
Forum: Advanced Help
Topic: _IRR_MATERIAL_MAX_TEXTURES_
Replies: 3
Views: 937

Re: _IRR_MATERIAL_MAX_TEXTURES_

Alright doing some research I found this : http://www.gamedev.net/topic/444809-use-more-than-4-textures-with-glsl/

so it would look like the basic pipeline usually supports 4, however there appears to be an ARB extension that widely supports up to 16. Then my question would rather be, does irrlicht ...
by Auria
Thu Dec 01, 2011 2:28 am
Forum: Advanced Help
Topic: _IRR_MATERIAL_MAX_TEXTURES_
Replies: 3
Views: 937

Re: _IRR_MATERIAL_MAX_TEXTURES_

I'm not sure if most graphics cards support more than 4 textures, though I could be wrong... Four textures gives you 16 floats per-pixel though, so it's still an awful lot of data. Eight textures might eat up a lot of your performance budget. If you pack the splatting into the different channels ...
by Auria
Wed Nov 30, 2011 7:40 pm
Forum: Advanced Help
Topic: _IRR_MATERIAL_MAX_TEXTURES_
Replies: 3
Views: 937

_IRR_MATERIAL_MAX_TEXTURES_

Hi,

is there a reason why _IRR_MATERIAL_MAX_TEXTURES_ is 4 by default? Let's imagine a case where I want to have splatting and a lightmap. I need one texture for the splatting layout, another texture for the lightmap, which leaves only two textures available for actual splatting textures.

Now I ...
by Auria
Mon Nov 14, 2011 1:11 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht's OWN file formats?
Replies: 98
Views: 29605

Re: What are the plans for Irrlicht 1.8 and further?


And not sure if so many people actually want to write exporters for 3d tools - we're still not even having a new b3d exporter for Blender 2.5 (which I think is the most popular modeling tool in this community) and that is a rather popular format (also the Collada import in Blender is currently ...
by Auria
Mon Oct 31, 2011 12:33 am
Forum: Advanced Help
Topic: Material with normal maps ignores ambient light
Replies: 3
Views: 859

Re: Material with normal maps ignores ambient light

hybrid wrote:I don't think that ambient light is implemented in the normal map shader. You have to use your own shader.
I see :( do you know of any way to get rid of this "dark side of the moon" effect on materials that have normal maps, without resorting to placing pointlights everywhere?
by Auria
Sun Oct 30, 2011 10:15 pm
Forum: Advanced Help
Topic: Material with normal maps ignores ambient light
Replies: 3
Views: 859

Material with normal maps ignores ambient light

Hi,

see the attached screenshot :

http://img253.imageshack.us/img253/4207/normalmapq.th.jpg


I am making a material with normal maps (EMT_NORMAL_MAP_SOLID). Unfortunately for some reason I can't figure out, the faces that face away from the directional light are pitch-black - even though the ...