There is a work around though.
// Mesh
irr::scene::IMesh* pMesh = 0;
// Mesh Scene Node
irr::scene::IMeshSceneNode* pMeshSceneNode = 0;
// Create a mesh
pMesh = pGame->getSceneManager()->getMesh("media/meshes/NormalMapTest.x");
// NOTE: This is 100% necessary without it the normal map ...
Search found 15 matches
- Sat Jan 24, 2015 12:24 pm
- Forum: Bug reports
- Topic: [fixed] Parsing .X files
- Replies: 10
- Views: 3946
- Fri Jan 23, 2015 9:39 pm
- Forum: Bug reports
- Topic: [fixed] Parsing .X files
- Replies: 10
- Views: 3946
Re: [bug] Parsing .X files
I think I have something of value to add.
I was looking over the code which processes the DeclData block and it appears that it doesn't handle tangents or bi-normals. It collects some information and then does nothing with them.
The reason it does this is because the mesh vertices are stored ...
I was looking over the code which processes the DeclData block and it appears that it doesn't handle tangents or bi-normals. It collects some information and then does nothing with them.
The reason it does this is because the mesh vertices are stored ...
- Sun Jan 04, 2015 12:45 pm
- Forum: Bug reports
- Topic: NVidiaCG Shader Implementation Gotcha!
- Replies: 3
- Views: 1425
Re: NVidiaCG Shader Implementation Gotcha!
I figure it should be excluded from the next version of irrlicht because it is discontinued.
It is a very poor choice of api because it doesn't support arrays. This means, that multi-lighting shaders are kinda impossible because you can't pass in arrays of light positions / colours.
It is a very poor choice of api because it doesn't support arrays. This means, that multi-lighting shaders are kinda impossible because you can't pass in arrays of light positions / colours.
- Tue Dec 16, 2014 9:08 pm
- Forum: Bug reports
- Topic: NVidiaCG Shader Implementation Gotcha!
- Replies: 3
- Views: 1425
NVidiaCG Shader Implementation Gotcha!
Ok guys, this isn't so much of a bug as it is a heads up over using the NvidiaCG implementation (I am using Irrlicht 1. 8 ).
You can't passing arrays of float and int arrays to CG shaders.
On another note, the CG integration only supports a limited number of data types, mainly ints, and floats. No ...
You can't passing arrays of float and int arrays to CG shaders.
On another note, the CG integration only supports a limited number of data types, mainly ints, and floats. No ...
- Mon Jan 28, 2013 12:15 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht - NVidiaCG, HLSL, GLSL
- Replies: 12
- Views: 5301
Re: Irrlicht - NVidiaCG, HLSL, GLSL
Ogre3D Supports techniques and passes. e.g. http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Atmosphere+Shader&structure=Cookbook (turns the depth test on and off)
@Hendu I didn't necessarily think it would break things for GLSL users. I was thinking more along the lines of adding support for ...
@Hendu I didn't necessarily think it would break things for GLSL users. I was thinking more along the lines of adding support for ...
- Sun Jan 27, 2013 12:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht - NVidiaCG, HLSL, GLSL
- Replies: 12
- Views: 5301
Irrlicht - NVidiaCG, HLSL, GLSL
Compiled Irrlicht 1.8 and got my first few shaders up and running. Amazing!! thank you for incorporating it into the engine ^_^
After searching through IGPUProgrammingServices class trying to find out if I could use techniques with multiple passes there doesn't seem to be support beyond the simple ...
After searching through IGPUProgrammingServices class trying to find out if I could use techniques with multiple passes there doesn't seem to be support beyond the simple ...
- Wed Nov 10, 2010 9:46 am
- Forum: Project Announcements
- Topic: Wisker - Tale of the Star Key
- Replies: 17
- Views: 5827
- Tue Aug 17, 2010 2:23 pm
- Forum: Advanced Help
- Topic: Shadow Beneath a Player
- Replies: 7
- Views: 1569
Shadow Beneath a Player
Greetings Irrlicht community,
I would like to draw a 2d texture onto the surface beneath a player in irrlicht. How do I do it?
Any and all wisdom on this topic welcomed on this topic.
Here is a diagram to help clarify what I mean.

I would like to draw a 2d texture onto the surface beneath a player in irrlicht. How do I do it?
Any and all wisdom on this topic welcomed on this topic.
Here is a diagram to help clarify what I mean.

- Sun Aug 08, 2010 4:17 pm
- Forum: Advanced Help
- Topic: Color Keying
- Replies: 7
- Views: 1800
"Well, the text refers to things like JPEG compression. Colors could be altered in this process. If you use, e.g., bmp or png, there are no problems. Just have alook at example 6 where exactly this process is used."
I am certainly getting some weird results then because my colorkeys are not working ...
I am certainly getting some weird results then because my colorkeys are not working ...
- Sun Aug 08, 2010 2:39 am
- Forum: Advanced Help
- Topic: Color Keying
- Replies: 7
- Views: 1800
- Sat Aug 07, 2010 5:49 am
- Forum: Advanced Help
- Topic: Color Keying
- Replies: 7
- Views: 1800
- Sat Jul 31, 2010 2:03 pm
- Forum: Project Announcements
- Topic: Wisker - Tale of the Star Key
- Replies: 17
- Views: 5827
- Sat Dec 26, 2009 4:12 pm
- Forum: Project Announcements
- Topic: Wisker - Tale of the Star Key
- Replies: 17
- Views: 5827
You can now view a trailer for Wisker: Tale of the Star Key at http://www.youtube.com/watch?v=cg2FDn-cPtc
- Fri Oct 30, 2009 2:12 pm
- Forum: Advanced Help
- Topic: Color Keying
- Replies: 7
- Views: 1800
Color Keying
Definition: A color key is a color on a texture which is not drawn.
I am loading directx meshes and I would like to set color(0,0,0,0) as a color key. How is this done in Irrlicht?
I am baking models in c4d and all I have 2 do is save textures in the same folder as the mesh. Textures are loaded ...
I am loading directx meshes and I would like to set color(0,0,0,0) as a color key. How is this done in Irrlicht?
I am baking models in c4d and all I have 2 do is save textures in the same folder as the mesh. Textures are loaded ...
- Wed Sep 02, 2009 1:00 pm
- Forum: Bug reports
- Topic: [no bug]rotational around y axis appears broken for matrices
- Replies: 3
- Views: 991
[no bug]rotational around y axis appears broken for matrices
I believe I have found a bug in the matrix class. Using the following code causes the scene node to become stuck at 90° and 270° on the y axis. Rotations seems to work well around the x and z axes.
here is the code but I am using:
float t = pDevice->getTimer()->getTime ()/1000.0f;
matrix4 mat ...
here is the code but I am using:
float t = pDevice->getTimer()->getTime ()/1000.0f;
matrix4 mat ...