Search found 8 matches

by mjstone
Wed Jul 22, 2009 7:43 am
Forum: Advanced Help
Topic: Additive particles and XEffects
Replies: 8
Views: 959

If you're vaguely familiar with writing shaders... Yep. No problem. By "pre-multiplied" alpha you mean setting the alpha in the diffuse color and it gets multiplied with the texture alpha so you can fade things in and out? I mean the rgb*alpha calculation is "premultiplied" in t...
by mjstone
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...
by mjstone
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...
by mjstone
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...
by mjstone
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 ...
by mjstone
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...
by mjstone
Tue May 19, 2009 9:53 am
Forum: Beginners Help
Topic: Iterator to traverse entire scene?
Replies: 4
Views: 347

Well, I'm not sure about "easily" but yes, that's probably what I'll do. I just wanted to save myself the trouble if somebody else has done it already.
by mjstone
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);