Search found 51 matches
- Thu Feb 16, 2006 8:54 am
- Forum: Off-topic
- Topic: Simple particle system demo
- Replies: 10
- Views: 966
I don't know if it will work well with splashes, because you'll probably need to render the particle system with EMT_TRANSPARENT_ALPHA_CHANNEL as base material, and to do that I think you'll need to sort the particles to avoid rendering artifacts. In the demo there isn't that problem because I can u...
- Sun Feb 05, 2006 8:59 pm
- Forum: Off-topic
- Topic: Simple particle system demo
- Replies: 10
- Views: 966
Simple particle system demo
Hi! Yesterday I was bored so I did a simple particle system demo; The fun thing about this demo is that particles are transformed completely by GPU, so it is (well, it should be) quite fast. This demo shows 20000 particles (so there are 40k polygons and 80k vertices). The camera is a standard FPS ca...
- Mon Jan 02, 2006 10:11 pm
- Forum: Project Announcements
- Topic: Yet Another Space Shooter - Techdemo II [updated]
- Replies: 17
- Views: 2965
- Sun Jan 01, 2006 9:52 pm
- Forum: Project Announcements
- Topic: Yet Another Space Shooter - Techdemo II [updated]
- Replies: 17
- Views: 2965
- Thu Dec 08, 2005 9:22 pm
- Forum: Advanced Help
- Topic: projection matrix multiplication help
- Replies: 5
- Views: 727
You are right! In my tests it is exactly the same to set 640x480 or 800x600, exactly the same objects are displayed, I display a 3d hud so it's important that things work like this. And when I tried to change the ratio of resolution it looked like the objects were stretched. But I tried to set the s...
- Thu Dec 08, 2005 8:56 pm
- Forum: Advanced Help
- Topic: render to texture format
- Replies: 3
- Views: 746
Irrlicht doesn't support many formats, look at the enum video::ecolor_format, just some standard 16 and 32 bit integer formats. I've got no idea about shadow mapping. If you have got the directX9 SDK there is a pretty good list of the formats supported on video cards; Start the direct3d SDK sample b...
- Wed Dec 07, 2005 9:01 am
- Forum: Advanced Help
- Topic: projection matrix multiplication help
- Replies: 5
- Views: 727
I think that the window size in pixels does not change the projection of geometry. I mean, if you create a quad that fills the whole screen, you can change the resolution as you like, and it will still fill the whole screen anyway, if you don't change the FOV and the aspect ratio. I am not sure abou...
- Wed Dec 07, 2005 8:26 am
- Forum: Advanced Help
- Topic: render to texture format
- Replies: 3
- Views: 746
The format of render target textures, if you use direct3d9 renderer, depends on the format of the backbuffer, I don't know much about openGL, I've looked at the source of openGL renderer now and it looks like it creates always ECF_A1R5G5B5 textures. You've got to mod the engine to choose the format ...
- Mon Sep 26, 2005 8:58 pm
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
Will this be added to Irrlicht? I'll change my callback-based code :) Now I don't have to make a demo anymore :D Btw, I didn't understand it from your previous post (damned beer) : did your code have that bug? @omaremad: Imho you can solve your problem with Acki's code, the transformations of joints...
- Mon Sep 26, 2005 11:23 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
- Tue Sep 20, 2005 7:56 pm
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
I've uploaded a zip file with a step-by-step help on how to modify the engine. The complete source of my version of the engine is included if you have some problems with modifications or if I've missed something in the help file. That's a modification of Irrlicht version 0.10, but it should work wit...
- Tue Sep 20, 2005 9:45 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
- Mon Sep 19, 2005 9:28 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
I'm doing it with a callback, I set the callback in the scene nodes that pass it as a parameter of getmesh(),that passes it to animateSkeleton(). And of course the callback sets the transformation of bones. It would be simplier to add a procedure like setBoneRotation, but it is not possible since th...
- Mon Sep 19, 2005 9:28 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14761
- Tue Aug 30, 2005 8:21 pm
- Forum: Off-topic
- Topic: Opera's 10th birthday party
- Replies: 8
- Views: 882