Search found 35 matches

by Tannz0rz
Thu Jun 27, 2013 7:39 pm
Forum: Beginners Help
Topic: GLSL geometry input/output primitive issue
Replies: 4
Views: 666

Re: GLSL geometry input/output primitive issue

Bump. Anyone have an answer?
by Tannz0rz
Sun Jun 23, 2013 6:16 am
Forum: Beginners Help
Topic: GLSL geometry input/output primitive issue
Replies: 4
Views: 666

Re: GLSL geometry input/output primitive issue

I found the bit I've been looking for. Was this just a mistake or is it intentionally unimplemented?   COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* driver,         s32& outMaterialTypeNr, const c8* vertexShaderProgram,         const c8* vertexShaderEntryPointName,  ...
by Tannz0rz
Sat Jun 22, 2013 9:16 pm
Forum: Beginners Help
Topic: GLSL geometry input/output primitive issue
Replies: 4
Views: 666

GLSL geometry input/output primitive issue

I've been trying to make use of geometry shaders recently and I've come to notice that only the "triangles" layout appears to work. All other layouts don't render the mesh visible at all. Mind you, I've tried simple pass-throughs for testing purposes. Vert and frag programs for both:   // ...
by Tannz0rz
Thu Jun 16, 2011 4:59 pm
Forum: Everything 2d/3d Graphics
Topic: BE3D team, custom 3D service
Replies: 18
Views: 4822

Amazing work you've got there. I really like those cartoonish models and the female model.

And is that beast-looking thing supposed to be like a Behemoth from the Final Fantasy series?
by Tannz0rz
Tue May 17, 2011 11:27 pm
Forum: Code Snippets
Topic: Simple cloud layer SceneNode
Replies: 71
Views: 27526

How nice! Runs quite fluently, might I add.
by Tannz0rz
Tue May 17, 2011 3:34 am
Forum: Bug reports
Topic: setLoopMode(false) with .MS3D
Replies: 0
Views: 557

setLoopMode(false) with .MS3D

Greetings! In messing around with an animated model of mine (.MS3D in case you didn't notice it in the title), I've found that disabling the loop mode simply cuts to the last frame. The animation is nothing all too complex (30 keyframes), nor is the code (even attempted at delaying the creation of t...
by Tannz0rz
Thu May 12, 2011 3:20 am
Forum: Project Announcements
Topic: Spacework GSPD
Replies: 25
Views: 6591

Very Tron-ish-- LOVE IT! Coolest thing I've seen in quite some time.
by Tannz0rz
Wed Dec 30, 2009 9:19 pm
Forum: Code Snippets
Topic: Night/Dayish skydome
Replies: 11
Views: 3638

hybrid wrote:Yes of course, hence provide and allow for all "good" ways. But those solutions which require new materials or new shaders should also come with some example code to make it possible for people to use them right away.
Indeed.

If you've got spare time, an example would be appreciated.
by Tannz0rz
Mon Dec 28, 2009 4:25 am
Forum: Code Snippets
Topic: Night/Dayish skydome
Replies: 11
Views: 3638

Night/Dayish skydome

To be honest, I don't know what I'm doing half of the time when it comes to IrrLicht, but I've been messing around today and found this: ISceneNode* skydome; ITexture* skytex; u8 aph=200; bool direction; //========== void Sky() { u32 size = skytex->getSize().Width * skytex->getSize().Height; u16* co...
by Tannz0rz
Sat Oct 10, 2009 5:45 pm
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 121112

Got this error: error C2259: 'ServerNetCallback' : cannot instantiate abstract class 1> due to following members: 1> 'void irr::net::INetCallback::handlePacket(irr::net::SInPacket &)' : is abstract 1> c:\program files\microsoft visual studio 9.0\vc\include\inetmanager.h(84) : see declaration of ...
by Tannz0rz
Sat Oct 03, 2009 11:18 pm
Forum: Beginners Help
Topic: Key input events
Replies: 2
Views: 343

Re: Key input events

Try to move PlayerKeys(); into your mainloop. Besides that, your code is framerate dependend and very unoptimized. Wrong forum, btw. Okay, I'll give that a try. And I know that it's in the wrong forum, I realized that after I posted it. An admin could move it I suppose, lul. EDIT: Oh, cool. It work...
by Tannz0rz
Sat Oct 03, 2009 10:48 pm
Forum: Beginners Help
Topic: Key input events
Replies: 2
Views: 343

Key input events

I'm busy messing around with 3rd-person cameras, and I'm trying to get the camera to rotate in a fluent motion while the player is moving forward/backward/strafing. But if I attempt at having the player both running and rotating, it either does one or the other: bool pressedkeys[256]; void PlayerKey...
by Tannz0rz
Sat Oct 03, 2009 7:44 pm
Forum: Project Announcements
Topic: The game with no name
Replies: 75
Views: 30554

Just went online. It's quite fun if I'd say so myself. Even though the textures are rather messed up, it's still fun to mess around on.
by Tannz0rz
Mon Sep 28, 2009 3:10 am
Forum: Project Announcements
Topic: A simple, robust and extendible postprocessing class
Replies: 144
Views: 45559

ppMotionBlur->render( NULL ); smgr->drawAll(); I think this is your problem - ppWhatever->render(NULL) replaces smgr->drawAll(). So remove the drawAll and it should be fine. Not sure why it's working without the skybox. edit: worked it out; it's working when the skybox is disabled because smgr->dra...
by Tannz0rz
Mon Sep 28, 2009 12:38 am
Forum: Project Announcements
Topic: A simple, robust and extendible postprocessing class
Replies: 144
Views: 45559

Found the problem, apparently the skybox I was using was somehow stopping the shaders, anyone else have this problem? odd - if you can post the code you're using I may be able to fix that. (I think m_krzywy uses a skybox in his project with this. Probably a problem with a specific type of skybox) A...