I figured it out. Have to call setMesh afterwards for it to take effect.
Thanks for the advice. It doesn't work without using ECM_EMISSIVE, so that was very useful to know.
If anyone's interested this is how I changed the colours per vertex.
scene::IMesh* mesh = meshNode->getMesh();
for ...
Search found 17 matches
- Fri Oct 22, 2010 6:32 pm
- Forum: Beginners Help
- Topic: [SOLVED] Problem Changing Vertex Colours
- Replies: 3
- Views: 491
- Sun Oct 17, 2010 4:24 pm
- Forum: Beginners Help
- Topic: [SOLVED] Problem Changing Vertex Colours
- Replies: 3
- Views: 491
[SOLVED] Problem Changing Vertex Colours
I'm working on a custom lighting solution and want to display it.
Rather than go through the complexity of setting up textures and lightmaps,
I decided that for now, simply changing the vertex colours would be enough.
But I'm having no luck changing the vertex colours.
I've gone down to the ...
Rather than go through the complexity of setting up textures and lightmaps,
I decided that for now, simply changing the vertex colours would be enough.
But I'm having no luck changing the vertex colours.
I've gone down to the ...
- Wed Jun 16, 2010 10:26 am
- Forum: Beginners Help
- Topic: [ANSWERED] Shader Tutorial Question
- Replies: 10
- Views: 1170
- Mon Jun 14, 2010 4:36 pm
- Forum: Beginners Help
- Topic: [ANSWERED] Shader Tutorial Question
- Replies: 10
- Views: 1170
- Sun Jun 13, 2010 11:15 am
- Forum: Beginners Help
- Topic: [ANSWERED] Shader Tutorial Question
- Replies: 10
- Views: 1170
[ANSWERED] Shader Tutorial Question
What is .hlsl?
I've searched for it on google, but everyone refers to a directx hlsl file as a .fx file.
So I thought, maybe it's just an .fx file renamed with the extension .hlsl.
Alas, no.
NVidia FX composer doesn't recognise it as a hlsl fx file even with a .fx extension.
Maybe the .hlsl ...
I've searched for it on google, but everyone refers to a directx hlsl file as a .fx file.
So I thought, maybe it's just an .fx file renamed with the extension .hlsl.
Alas, no.
NVidia FX composer doesn't recognise it as a hlsl fx file even with a .fx extension.
Maybe the .hlsl ...
- Sun Jun 06, 2010 5:17 pm
- Forum: Beginners Help
- Topic: [SOLVED] Trouble Changing SceneNode Materials
- Replies: 2
- Views: 303
- Sun Jun 06, 2010 4:00 pm
- Forum: Beginners Help
- Topic: [SOLVED] Trouble Changing SceneNode Materials
- Replies: 2
- Views: 303
[SOLVED] Trouble Changing SceneNode Materials
I have a tree with two materials: bark and leaves. I want the bark to be solid and the leaves to be transparent by alpha channel.
I'm doing this:
scene::IMeshSceneNode *mesh = smgr->addMeshSceneNode( smgr->getMesh("models/mesh.3ds") );
mesh->setMaterialFlag( video::EMF_LIGHTING, false );
video ...
I'm doing this:
scene::IMeshSceneNode *mesh = smgr->addMeshSceneNode( smgr->getMesh("models/mesh.3ds") );
mesh->setMaterialFlag( video::EMF_LIGHTING, false );
video ...
- Sat Feb 27, 2010 5:36 am
- Forum: Advanced Help
- Topic: Changing resolution in fullscreen - a possible cheat
- Replies: 7
- Views: 2193
most games do this in some kind of options page, which has very few objects to re-load. I don't know whether they work by re-creating the scene or not, but it's certainly possible to mimic this behaviour by deleting & re-making the device. For simple scenes the delay will be minimal.
RTTs are well ...
RTTs are well ...
- Sun Feb 21, 2010 9:09 am
- Forum: Advanced Help
- Topic: Changing resolution in fullscreen - a possible cheat
- Replies: 7
- Views: 2193
could those system-specific functions also work in fullscreen mode?
There must be some way that modern games can do this so effortlessly.
I guess I could always make a setup program as a seperate executable for configuring game settings that can't be configured in run-time. Feels somewhat dodgy to ...
There must be some way that modern games can do this so effortlessly.
I guess I could always make a setup program as a seperate executable for configuring game settings that can't be configured in run-time. Feels somewhat dodgy to ...
- Sun Feb 21, 2010 8:54 am
- Forum: Beginners Help
- Topic: Documentation Issue
- Replies: 5
- Views: 545
- Fri Feb 19, 2010 3:49 pm
- Forum: Beginners Help
- Topic: Documentation Issue
- Replies: 5
- Views: 545
Documentation Issue
Pre-irrlicht 1.7, documentation was provided via chm.
I found this very useful.
Then it was changed to a html equivalent.
I know it's a more common standard but I really don't see the advantage.
I find myself sorely missing the contents - for easy navigation,
the index especially and the search.
You ...
I found this very useful.
Then it was changed to a html equivalent.
I know it's a more common standard but I really don't see the advantage.
I find myself sorely missing the contents - for easy navigation,
the index especially and the search.
You ...
- Fri Feb 19, 2010 2:50 pm
- Forum: Advanced Help
- Topic: Changing resolution in fullscreen - a possible cheat
- Replies: 7
- Views: 2193
Changing resolution in fullscreen - a possible cheat
Hi
I was a bit frustrated by the fact that irrlicht can't change resolution in fullscreen mode without having to reload all irrlicht objects and resources. This includes textures and stuff which on a complex project would mean a long wait to reload. There must be a better way I thought.
So,
1) is ...
I was a bit frustrated by the fact that irrlicht can't change resolution in fullscreen mode without having to reload all irrlicht objects and resources. This includes textures and stuff which on a complex project would mean a long wait to reload. There must be a better way I thought.
So,
1) is ...
- Sun Nov 29, 2009 1:35 am
- Forum: Beginners Help
- Topic: Getting a billboard unaffected by perspective
- Replies: 13
- Views: 1404
- Sat Nov 28, 2009 4:27 pm
- Forum: Beginners Help
- Topic: Getting a billboard unaffected by perspective
- Replies: 13
- Views: 1404
- Sat Nov 28, 2009 3:08 pm
- Forum: Beginners Help
- Topic: Getting a billboard unaffected by perspective
- Replies: 13
- Views: 1404