Search found 7 matches

by booltox
Sun May 09, 2010 12:28 am
Forum: Beginners Help
Topic: Can some Mac OS X developer help me?
Replies: 1
Views: 213

Hi,

I'm working with irrlicht on Osx. I'm able to build from the latest version in svn. Its a bit of a gamble using the latest but I have found that it's been an manageable option for me. Can you be more specific about what the build issues are?

Cheers;
-b
by booltox
Sun May 02, 2010 7:45 pm
Forum: Advanced Help
Topic: Depth Buffer to texture
Replies: 13
Views: 4350

depth texture writing

I def think this is possible with irrlicht. Its not a feature of the engine per-say but you can do it with custom shaders. Im using GLSL and I can share my work-in-progress with you. I don't have it done yet but I'm just sitting down to finish this today. The theory is simple enough, on the first pa...
by booltox
Fri Feb 05, 2010 8:33 am
Forum: Bug reports
Topic: [fixed]compiling 1.7; Invalid conv. from 'void*' to 'GLuint'
Replies: 12
Views: 2127

I was able to move forward by changeing the line to

Code: Select all

glProgramParameteriEXT(GLuint)program, pname, value);
by booltox
Mon Jan 04, 2010 8:36 pm
Forum: Advanced Help
Topic: GL_CONSTANT_ALPHA ??
Replies: 3
Views: 1169

We haven't added this to Irrlicht so far. You'd need to add a new material, or add a material parameter (the latter would require larger changes of the engine, though, while the former is possible from user code). Thanks for answering. If I was to add a new material, would setting the BlendFunc in ...
by booltox
Mon Jan 04, 2010 7:13 pm
Forum: Advanced Help
Topic: GL_CONSTANT_ALPHA ??
Replies: 3
Views: 1169

GL_CONSTANT_ALPHA ??

Greetings All, I wasn't able to find this topic in the forum so I'm hoping that somebody might know if there is an irrlicht material system equivalent way of dealing with the following code: glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); ...
by booltox
Mon Dec 07, 2009 9:07 pm
Forum: Bug reports
Topic: [fixed]draw2DImage making shaders unusable
Replies: 7
Views: 1391

The marked line and your text don't seem to be related at all. the textureblendfunc value is only supported in OneTextureBlend material. That answers my question. I have been building a feature that uses a material based on a fragment shader and I want it to use the alpha blender functions as well....
by booltox
Mon Dec 07, 2009 8:14 pm
Forum: Bug reports
Topic: [fixed]draw2DImage making shaders unusable
Replies: 7
Views: 1391

if (CurrentRenderMode != ERM_2D || Transformation3DChanged) { // unset last 3d material if (CurrentRenderMode == ERM_3D) { if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size()) MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); SMaterial mat; mat.ZBuffer...