Thnx BlindSide
What do you exactly mean by saying "deferred shading"?
Search found 16 matches
- Tue Nov 10, 2009 11:34 am
- Forum: Advanced Help
- Topic: Effects in lowlevel or shader level?
- Replies: 2
- Views: 732
- Sun Nov 08, 2009 3:47 pm
- Forum: Advanced Help
- Topic: Effects in lowlevel or shader level?
- Replies: 2
- Views: 732
Effects in lowlevel or shader level?
Hi,
I am writing an editor using irrlicht engine. I came up to constructing "Material Editor".
As irrlicht do not have all the texture/lighting settings (specular texture, specular sharpness (not shinines) etc...) i need to implement this in the editor.
For example to implement a velvet effect, i ...
I am writing an editor using irrlicht engine. I came up to constructing "Material Editor".
As irrlicht do not have all the texture/lighting settings (specular texture, specular sharpness (not shinines) etc...) i need to implement this in the editor.
For example to implement a velvet effect, i ...
- Thu Oct 29, 2009 9:05 am
- Forum: Beginners Help
- Topic: rotation around world axis, not local axis
- Replies: 0
- Views: 497
rotation around world axis, not local axis
Hi guys,
These codes rotates the node around local axis, how can i rotate the node around world axis?
These codes rotates the node around local axis, how can i rotate the node around world axis?
Code: Select all
irr::core::matrix4 m;
m.setRotationDegrees(node->getRotation());
irr::core::matrix4 n;
n.setRotationDegrees(rotation);
m *= n;
node->setRotation( m.getRotationDegrees() );- Wed Oct 28, 2009 6:22 pm
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
- Wed Oct 28, 2009 11:46 am
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
- Wed Oct 28, 2009 11:01 am
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
unfortunately problem still exists. :shock:
i rotate the node around Y-AXIS 45 degrees. Everything is ok. And then i want to rotate the node around Z-AXIS 45 degrees. Now when i calculate the z unit vector; i get (1,0,1). (I don't use (0,0,1) vector because i want to rotate the node in its local ...
i rotate the node around Y-AXIS 45 degrees. Everything is ok. And then i want to rotate the node around Z-AXIS 45 degrees. Now when i calculate the z unit vector; i get (1,0,1). (I don't use (0,0,1) vector because i want to rotate the node in its local ...
- Wed Oct 28, 2009 9:09 am
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
- Wed Oct 28, 2009 8:14 am
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
Hi again,
I have found that, i needed to use quaternions. I can now rotate one axis like i wanted but i can not keep the current rotation. I read that i need to create a quaternion with current rotations, and multiply with the newly created rotation quaternion, but that doesn't work.
What could be ...
I have found that, i needed to use quaternions. I can now rotate one axis like i wanted but i can not keep the current rotation. I read that i need to create a quaternion with current rotations, and multiply with the newly created rotation quaternion, but that doesn't work.
What could be ...
- Tue Oct 27, 2009 4:12 pm
- Forum: Beginners Help
- Topic: rotation problem after a few local rotation
- Replies: 8
- Views: 1344
rotation problem after a few local rotation
Hi,
Adding a rotation value to any axis of a scenenode is simple. I do that by the following way;
irr::core::matrix4 m;
m.setRotationDegrees(node->getRotation());
irr::core::matrix4 n;
n.setRotationDegrees(rotation);
m *= n;
node->setRotation( m.getRotationDegrees() );
But, how I can set a ...
Adding a rotation value to any axis of a scenenode is simple. I do that by the following way;
irr::core::matrix4 m;
m.setRotationDegrees(node->getRotation());
irr::core::matrix4 n;
n.setRotationDegrees(rotation);
m *= n;
node->setRotation( m.getRotationDegrees() );
But, how I can set a ...
- Fri Sep 11, 2009 7:45 am
- Forum: Advanced Help
- Topic: A sceneode that is always on top
- Replies: 6
- Views: 1122
thank you very much, works perfect! 
Code: Select all
_driver->beginScene(true, true, 0);
_smgr->drawAll();
_driver->clearZBuffer();
transformationArrows->render(); //Render always on top
_driver->endScene();- Thu Sep 10, 2009 2:18 pm
- Forum: Advanced Help
- Topic: A sceneode that is always on top
- Replies: 6
- Views: 1122
A sceneode that is always on top
Hi,
I want add a scenenode and, want it to always render on top of the other scene nodes whereever the camera looks from, even the scenenode is at the back in 3d space. Is this possible?
I want add a scenenode and, want it to always render on top of the other scene nodes whereever the camera looks from, even the scenenode is at the back in 3d space. Is this possible?
- Thu Sep 10, 2009 2:10 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: HOWTO Guide: Unmanaged Irrlicht in .NET WinForms
- Replies: 15
- Views: 16631
i've added GetAsyncKeyState control but the compiler gives the following errors:
Error 1 error LNK2028: unresolved token (0A0002EB) "extern "C" short __stdcall GetAsyncKeyState(int)" (?GetAsyncKeyState@@$$J14YGFH@Z) referenced in function "private: void __clrcall IrrlichtManager::run(void)" (?run ...
Error 1 error LNK2028: unresolved token (0A0002EB) "extern "C" short __stdcall GetAsyncKeyState(int)" (?GetAsyncKeyState@@$$J14YGFH@Z) referenced in function "private: void __clrcall IrrlichtManager::run(void)" (?run ...
- Thu Sep 10, 2009 1:17 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: HOWTO Guide: Unmanaged Irrlicht in .NET WinForms
- Replies: 15
- Views: 16631
- Fri Aug 14, 2009 8:23 am
- Forum: Advanced Help
- Topic: Terrain texture layer limit?
- Replies: 9
- Views: 1418
- Wed Aug 12, 2009 1:28 pm
- Forum: Advanced Help
- Topic: Terrain texture layer limit?
- Replies: 9
- Views: 1418