Search found 8 matches
- Sun Mar 15, 2009 4:12 am
- Forum: Code Snippets
- Topic: (HLSL) Cel (Toon) Shading
- Replies: 66
- Views: 53582
Just split the pants into a different mesh. Have it copy the position, rotation, and scale of the girl, play the same animation, and if you have everything right, The vertexes of both meshes will line up so it looks like one. You can do this with all your clothes, and after youve loaded all the clot...
- Sat Mar 14, 2009 7:10 pm
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
One reflection is for the other mirror, that needs to be updated per frame as well(it sees the reflection of the other mirror from the previous frame), then you need to render the reflection that shows the other reflection. I am getting an odd bug... If both mirrors are in view, need to set it so it...
- Sat Mar 14, 2009 4:32 pm
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
Well... I managed to make an upgrade again.... I'm not posting the upgrade until I have a chance to clean it/see what more I can do to optimize it... But here is basically the upgrade: Progressive reflection to infinity. The mirrors can now reflect each other! Thanks to code I found made by blindsid...
- Thu Mar 12, 2009 6:39 pm
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
Ok, I modified the zip file. It uses the Quake map tutorial. (dont mind that the exe is called hello world, for some reason those got mixed up in my irrlicht 1.5) The exe is in the release folder, but if you dont have VC 9, im not sure if itll work on your computer... its given me trouble in the pas...
- Thu Mar 12, 2009 8:55 am
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
OpenGL Fix: Change: if (driver->getDriverType() == video::EDT_OPENGL) { //EDT_OPENGL requires we flip the image vertically Vertices[0] = video::S3DVertex(-h,w,0, 1,1,0, video::SColor(255,255,255,255), 0, 1); Vertices[1] = video::S3DVertex(-h,-w,0, 1,0,0, video::SColor(255,255,255,255), 0, 0); Vertic...
- Wed Mar 11, 2009 5:29 am
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
I cleaned up the code a little bit, and split the class into a .cpp/.h combo. Download Source From what I can tell so far: Reflections good (perfect?) from any angle/rotation Overlay should work on any device that supports transparent textures. Texture should have alpha channel. Everything behind th...
- Tue Mar 10, 2009 9:51 pm
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
I edited the above code again... To create the projection matrix, you had to off set the mirror rotation, which I had been trying to do, but I found a way to store a local axis to rotate the projection vector. The local axis is updated as the vector is being rotated, which was the problem all along....
- Mon Mar 09, 2009 6:09 am
- Forum: Code Snippets
- Topic: (C++) Mirror node for use with Irrlicht
- Replies: 45
- Views: 28719
Nobody here knows me... yet... I am working on making a commercial grade video game, which my laziness drew me to Irrlicht. As its a good engine, it didn't have all of the features I wanted... but it had enough. The mirror is one of the features I required, so I revised the original one into a new p...