Search found 51 matches
- Thu Feb 16, 2006 8:54 am
- Forum: Off-topic
- Topic: Simple particle system demo
- Replies: 10
- Views: 1423
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 ...
- Sun Feb 05, 2006 8:59 pm
- Forum: Off-topic
- Topic: Simple particle system demo
- Replies: 10
- Views: 1423
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 ...
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 ...
- Mon Jan 02, 2006 10:11 pm
- Forum: Project Announcements
- Topic: Yet Another Space Shooter - Techdemo II [updated]
- Replies: 17
- Views: 3981
- Sun Jan 01, 2006 9:52 pm
- Forum: Project Announcements
- Topic: Yet Another Space Shooter - Techdemo II [updated]
- Replies: 17
- Views: 3981
- Thu Dec 08, 2005 9:22 pm
- Forum: Advanced Help
- Topic: projection matrix multiplication help
- Replies: 5
- Views: 1024
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 ...
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 ...
- Thu Dec 08, 2005 8:56 pm
- Forum: Advanced Help
- Topic: render to texture format
- Replies: 3
- Views: 948
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 ...
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 ...
- Wed Dec 07, 2005 9:01 am
- Forum: Advanced Help
- Topic: projection matrix multiplication help
- Replies: 5
- Views: 1024
- Wed Dec 07, 2005 8:26 am
- Forum: Advanced Help
- Topic: render to texture format
- Replies: 3
- Views: 948
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 ...
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: 16067
- Mon Sep 26, 2005 11:23 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 16067
- Tue Sep 20, 2005 7:56 pm
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 16067
- Tue Sep 20, 2005 9:45 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 16067
- Mon Sep 19, 2005 9:28 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 16067
- Mon Sep 19, 2005 9:28 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 16067
- Tue Aug 30, 2005 8:21 pm
- Forum: Off-topic
- Topic: Opera's 10th birthday party
- Replies: 8
- Views: 1248