Search found 15 matches

by rabbit
Sat Jan 24, 2015 12:24 pm
Forum: Bug reports
Topic: [fixed] Parsing .X files
Replies: 10
Views: 2963

Re: [bug] Parsing .X files

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 scre...
by rabbit
Fri Jan 23, 2015 9:39 pm
Forum: Bug reports
Topic: [fixed] Parsing .X files
Replies: 10
Views: 2963

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 using t...
by rabbit
Sun Jan 04, 2015 12:45 pm
Forum: Bug reports
Topic: NVidiaCG Shader Implementation Gotcha!
Replies: 3
Views: 1161

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.
by rabbit
Tue Dec 16, 2014 9:08 pm
Forum: Bug reports
Topic: NVidiaCG Shader Implementation Gotcha!
Replies: 3
Views: 1161

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 s...
by rabbit
Mon Jan 28, 2013 12:15 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht - NVidiaCG, HLSL, GLSL
Replies: 12
Views: 4206

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 ...
by rabbit
Sun Jan 27, 2013 12:35 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht - NVidiaCG, HLSL, GLSL
Replies: 12
Views: 4206

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 v...
by rabbit
Wed Nov 10, 2010 9:46 am
Forum: Project Announcements
Topic: Wisker - Tale of the Star Key
Replies: 17
Views: 5107

Please note that "Wisker: Tale of the Star Key" can no longer be downloaded at the danoli3 forums. We are working to provide an alternative host.
by rabbit
Tue Aug 17, 2010 2:23 pm
Forum: Advanced Help
Topic: Shadow Beneath a Player
Replies: 7
Views: 1184

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.
Image
by rabbit
Sun Aug 08, 2010 4:17 pm
Forum: Advanced Help
Topic: Color Keying
Replies: 7
Views: 1528

"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 no...
by rabbit
Sun Aug 08, 2010 2:39 am
Forum: Advanced Help
Topic: Color Keying
Replies: 7
Views: 1528

I believe that Irrlicht's implementation of colour keying may be quite broken. I found some information about this problem for those of you who are interested. http://irrlicht.sourceforge.net/docu.net/Irrlicht.Video.IVideoDriver.MakeColorKeyTexture_overload_2.html IVideoDriver.MakeColorKeyTexture Me...
by rabbit
Sat Aug 07, 2010 5:49 am
Forum: Advanced Help
Topic: Color Keying
Replies: 7
Views: 1528

What about magenta? r=255, g=0, b =255. I am probably approaching this problem incorrectly but I am having trouble using any other colour than white or black. Here is the code I am using. unsigned int meshBufferCount = mesh->getMeshBufferCount(); std::cout << "Material Count: " << meshBuff...
by rabbit
Sat Jul 31, 2010 2:03 pm
Forum: Project Announcements
Topic: Wisker - Tale of the Star Key
Replies: 17
Views: 5107

I have made some more content for the game over my university holiday. You can see videos on my youtube channel ' http://www.youtube.com/user/rodentwizard '. http://ri.danoli3.com/uploads/monthly_07_2010/post-14-12805841869107.jpg http://ri.danoli3.com/uploads/monthly_07_2010/post-14-12805842030569....
by rabbit
Sat Dec 26, 2009 4:12 pm
Forum: Project Announcements
Topic: Wisker - Tale of the Star Key
Replies: 17
Views: 5107

You can now view a trailer for Wisker: Tale of the Star Key at http://www.youtube.com/watch?v=cg2FDn-cPtc
by rabbit
Fri Oct 30, 2009 2:12 pm
Forum: Advanced Help
Topic: Color Keying
Replies: 7
Views: 1528

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 auto...
by rabbit
Wed Sep 02, 2009 1:00 pm
Forum: Bug reports
Topic: [no bug]rotational around y axis appears broken for matrices
Replies: 3
Views: 780

[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; mat.s...