Search found 35 matches
- 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?
- 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, ...
- 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: // ...
- Thu Jun 16, 2011 4:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: BE3D team, custom 3D service
- Replies: 18
- Views: 4822
- Tue May 17, 2011 11:27 pm
- Forum: Code Snippets
- Topic: Simple cloud layer SceneNode
- Replies: 71
- Views: 27526
- 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...
- Thu May 12, 2011 3:20 am
- Forum: Project Announcements
- Topic: Spacework GSPD
- Replies: 25
- Views: 6591
- Wed Dec 30, 2009 9:19 pm
- Forum: Code Snippets
- Topic: Night/Dayish skydome
- Replies: 11
- Views: 3638
- 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...
- Sat Oct 10, 2009 5:45 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121112
- 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...
- 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...
- Sat Oct 03, 2009 7:44 pm
- Forum: Project Announcements
- Topic: The game with no name
- Replies: 75
- Views: 30554
- 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...
- 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...