If you are wondering about how to send a variable to your GLSL codes, the answer is in example/tutorial 10.
In short, set the variable with setVertexShaderConstant in the callback.
for example if this is in the callback:
irr::core::vector3df pos(0,0,1);
services->setVertexShaderConstant("mLightPos ...
Search found 8 matches
- Sat Apr 18, 2009 7:18 pm
- Forum: Advanced Help
- Topic: little help with shaders
- Replies: 5
- Views: 742
- Fri Apr 17, 2009 6:26 pm
- Forum: Advanced Help
- Topic: loading Textures into Shaders...
- Replies: 1
- Views: 649
- Fri Mar 20, 2009 4:14 pm
- Forum: Beginners Help
- Topic: Irrlicht/Newton Integration Compile Error--Code Blocks
- Replies: 17
- Views: 1578
- Fri Mar 20, 2009 3:50 pm
- Forum: Beginners Help
- Topic: Irrlicht/Newton Integration Compile Error--Code Blocks
- Replies: 17
- Views: 1578
- Fri Mar 20, 2009 3:12 pm
- Forum: Beginners Help
- Topic: Best way to add moving platforms?
- Replies: 6
- Views: 569
- Sat Feb 28, 2009 10:15 pm
- Forum: Beginners Help
- Topic: Best way to control camera manually
- Replies: 2
- Views: 492
- Sat Feb 28, 2009 8:15 am
- Forum: Beginners Help
- Topic: graphics update rate (Irrlicht + ODE)
- Replies: 2
- Views: 361
http://irrlicht.sourceforge.net/phpBB2/ ... framedelta
Look for the part about frameDelta.
It doesn't make the frame rate constant, but it makes the movement constant.
Also,
http://opende.sourceforge.net/mediawiki ... e_timestep
Look for the part about frameDelta.
It doesn't make the frame rate constant, but it makes the movement constant.
Also,
http://opende.sourceforge.net/mediawiki ... e_timestep
- Tue Feb 24, 2009 10:47 pm
- Forum: Beginners Help
- Topic: Children transformation delayed
- Replies: 2
- Views: 540
I ran into the same problem and tried to fix it with the UpdateAbsoluteTransformationAndChildren codes.
However, it still doesn't work if I have animators attach to the character node.
After looking through the source code (v 1.5), I found that the problem is there because somehow in CBoneSceneNode ...
However, it still doesn't work if I have animators attach to the character node.
After looking through the source code (v 1.5), I found that the problem is there because somehow in CBoneSceneNode ...