Search found 15 matches
- 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...
- 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...
- 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.
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: 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...
- 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 ...
- 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...
- Wed Nov 10, 2010 9:46 am
- Forum: Project Announcements
- Topic: Wisker - Tale of the Star Key
- Replies: 17
- Views: 5107
- 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.
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: 1528
- 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...
- Sat Aug 07, 2010 5:49 am
- Forum: Advanced Help
- Topic: Color Keying
- Replies: 7
- Views: 1528
- 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....
- 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
- 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...
- 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...