Search found 8 matches
- Wed Jul 22, 2009 7:43 am
- Forum: Advanced Help
- Topic: Additive particles and XEffects
- Replies: 8
- Views: 959
- Tue Jul 21, 2009 6:02 pm
- Forum: Advanced Help
- Topic: Additive particles and XEffects
- Replies: 8
- Views: 959
Wow, that's much quicker than I expected! And it works -- almost ;-). Actually I oversimplified and didn't tell you that I'm actually using pre-multiplied alpha. Specifically... psnode->setMaterialType(irr::video::EMT_ONETEXTURE_BLEND); psnode->getMaterial(0).MaterialTypeParam = irr::video::pack_tex...
- Mon Jul 20, 2009 12:44 pm
- Forum: Advanced Help
- Topic: Additive particles and XEffects
- Replies: 8
- Views: 959
Thanks for your reply BlindSide. Your timing is perfect -- I'd just finished trying all of the things you suggest, and was stuck, having just failed to get the depth buffer to stay valid, like this... ... in EffectHandler::update(), about to do light modulation ... driver->setRenderTarget( PostProce...
- Wed Jul 15, 2009 8:52 am
- Forum: Advanced Help
- Topic: Additive particles and XEffects
- Replies: 8
- Views: 959
Additive particles and XEffects
What is the best way to use particles with XEffects? I have some explosion particles using additive blending and they're getting shadowed. In fact they get dimmed when they're in front of any darkened area and not just in shadow. You can see this effect on the animated sphere in XEffects Example2. H...
- Fri Jul 03, 2009 2:06 pm
- Forum: Advanced Help
- Topic: How hard to make the engine right-handed?
- Replies: 6
- Views: 878
How hard to make the engine right-handed?
I'm wondering if it would be possible for me to hack my copy of Irrlicht to make it right-handed. Other tools and libraries that I'm using are right-handed, and RH + Z-up makes more sense for my application. Having to switch my brain between systems is becoming tiresome. So, how far-reaching is the ...
- Fri May 22, 2009 12:47 pm
- Forum: Beginners Help
- Topic: Iterator to traverse entire scene?
- Replies: 4
- Views: 347
In case others find it useful, here's what I came up with. It uses boost::iterator_facade to take care of the boilerplate and provide a fully standard-compliant iterator. Firstly it needs the following patch to irrList.h to make the dereference operators const. (This is against the 1.5 release): Ind...
- Tue May 19, 2009 9:53 am
- Forum: Beginners Help
- Topic: Iterator to traverse entire scene?
- Replies: 4
- Views: 347
- Mon May 18, 2009 8:08 pm
- Forum: Beginners Help
- Topic: Iterator to traverse entire scene?
- Replies: 4
- Views: 347
Iterator to traverse entire scene?
Is there an iterator hidden somewhere that traverses the whole scene graph? I'd like to use some of the standard C++ algorithms and maybe BOOST_FOREACH on it. For example:
Code: Select all
GraphIterator specialNode = std::find_if(GraphIterator(myScene), GraphIterator(), &isSpecial);