Search found 83 matches

by Andi|xng
Sun Oct 02, 2005 9:48 pm
Forum: Bug reports
Topic: MS3D Animation Bug (bone rotation and speed problems)
Replies: 6
Views: 3031

The model has 36 joints, but as already said, the same model as .x works perfectly, and the .ms3d is slow.
Niko, do you plan to add getXJointNode() soon, so I can use .x models instead of .ms3d? Then all problems would be solved. Or as an alternative, do you plan to optimize the .ms3d code soon?
by Andi|xng
Sun Oct 02, 2005 9:42 pm
Forum: Bug reports
Topic: opengl bug fullscreen mode?
Replies: 3
Views: 432

I do not know a solution or so, just an idea: Do you clear the backbuffer with white color? If you use black, it does not look so ugly...
I have also a strange border at the bottom, but with black color the user does not notice it.
by Andi|xng
Sun Sep 25, 2005 10:05 am
Forum: Advanced Help
Topic: Shadow decals?
Replies: 14
Views: 2257

Thanks puh, you are great :) Here my results: It works perfectly with DirectX 8 and 9, but in OpenGL I can only see the the center of the shadow (perhaps until alpha gets smaller than 127) with transparency == 0 (all other transparency values make the shadow completely invisible...). Interesting, be...
by Andi|xng
Sun Sep 25, 2005 9:49 am
Forum: Advanced Help
Topic: Transparency
Replies: 21
Views: 2011

Of course I also tried these values. But the result is still the same. But thanks for your answer anyway! Perhaps you can send me your test application? Then I can see if it is a problem of my video drivers or of my code? andi@xenoage.com - That would be great :)
by Andi|xng
Sun Sep 25, 2005 7:28 am
Forum: Advanced Help
Topic: Transparency
Replies: 21
Views: 2011

I have no z-buffer problem... I tried it with only one mesh in the scene manager, a decal with a transparent-to-black gradient on it, drawn on a white background (so there is no need for a z-buffer). The result: Only pixels with alpha > 127 are drawn, no matter what the value of MaterialTypeParam wa...
by Andi|xng
Sun Sep 25, 2005 7:15 am
Forum: Advanced Help
Topic: Shadow decals?
Replies: 14
Views: 2257

Why do you think psd files with alpha are supported? I think currently only tga and png with alpha are supported by irrlicht. Because of this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=16466 And because alpha works, but only with alpha > 127. Of course I tried other formats like...
by Andi|xng
Sat Sep 24, 2005 8:57 pm
Forum: Advanced Help
Topic: Shadow decals?
Replies: 14
Views: 2257

Here is my code (attention: it is Java code, because I use Jirr): videoDriver.setTextureCreationFlag( E_TEXTURE_CREATION_FLAG.ETCF_ALWAYS_32_BIT, true); videoDriver.setTextureCreationFlag( E_TEXTURE_CREATION_FLAG.ETCF_CREATE_MIP_MAPS, false); ITexture tex = videoDriver.getTexture("data/meshes/s...
by Andi|xng
Sat Sep 24, 2005 3:17 pm
Forum: Advanced Help
Topic: Shadow decals?
Replies: 14
Views: 2257

Shadow decals?

Since stencil buffer shadows are very slow, I want to include a much more simple shadow technique to my game. It is a soccer game, so there is a plain surface the players are running on. I decided to place a decal under each player, with a shadow texture on it. The shadow texture is not animated, th...
by Andi|xng
Sat Sep 24, 2005 3:02 pm
Forum: Advanced Help
Topic: Transparency
Replies: 21
Views: 2011

I have exactly the same problem, with both DirectX and OpenGL.
The docs say, that EMT_TRANSPARENT_ALPHA_CHANNEL only draws pixel with alpha > 127 - and this seems to be the case. The problem is, that (at least in my case) changing the MaterialTypeParam does not help anything.
by Andi|xng
Fri Sep 23, 2005 1:23 pm
Forum: Advanced Help
Topic: Disable texture pooling for some textures?
Replies: 2
Views: 183

Thanks :) I can not believe that the solution is so simple ;)
addTexture() really makes a copy of the old texture, not only a new reference? I did not really understand the docs here. But it sounds as if it really is a copy.
by Andi|xng
Fri Sep 23, 2005 8:58 am
Forum: Advanced Help
Topic: Disable texture pooling for some textures?
Replies: 2
Views: 183

Disable texture pooling for some textures?

As far as I know, getTexture() load a texture only then, when it is not already loaded. Is it also possible to load a texture two times (or more often), by disabling the texture pooling of the IVideoDriver? In my special case, I want to use different 2d images for my GUI. I want to delete them, as s...
by Andi|xng
Thu Sep 22, 2005 8:28 am
Forum: Bug reports
Topic: OpenGL variable image transparency
Replies: 6
Views: 693

I did not know that there are flags that change the behavior of draw2DImage :shock: Can you give me a code example?
by Andi|xng
Wed Sep 21, 2005 8:14 am
Forum: Bug reports
Topic: OpenGL variable image transparency
Replies: 6
Views: 693

Re: OpenGL variable image transparency

I have the same problem! draw2DImage does not work with transparency in OpenGL! ColorKeys work, but not 8 bit alpha from the SColor argument.

Please fix this bug soon! The solution seems really to be easy, so it should not be much work.
by Andi|xng
Tue Sep 20, 2005 1:21 pm
Forum: Bug reports
Topic: MS3D Animation Bug (bone rotation and speed problems)
Replies: 6
Views: 3031

Re: MS3D Animation Bug (bone rotation and speed problems)

Today I encountered 2 more problems with ms3d meshes. First, their animation is very slow. While the scene with .x models reach 250 FPS, with .ms3d models i get only 140 FPS (the model is the same, only the format is different). But ok, this is no bug, and I read in the sources that much optimation ...
by Andi|xng
Mon Sep 19, 2005 4:40 pm
Forum: Bug reports
Topic: MS3D Animation Bug (bone rotation and speed problems)
Replies: 6
Views: 3031

MS3D Animation Bug (bone rotation and speed problems)

Hi again. I have a problem with an animated .ms3d file. I think it is best described by 2 videos: In Milkshape it is displayed correctly: http://www.xenoage.com/temp/ms3d-ok.mov In Irrlicht there are two crazy rotations: http://www.xenoage.com/temp/ms3d-wrong.mov Since I am programming in Java (Jirr...