Search found 25 matches
- Wed Feb 23, 2011 1:28 pm
- Forum: Advanced Help
- Topic: How do I clean memory from a shader?
- Replies: 2
- Views: 479
How do I clean memory from a shader?
I have this in my app for creating a shader: id_material = gpu->addHighLevelShaderMaterial( vs_code.c_str (), vs_main_name.c_str (), vsType, ps_code.c_str (), ps_main_name.c_str (), psType, callback, (E_MATERIAL_TYPE)material_type); I use this shader for a time to render a object, later I don't need...
- Mon Sep 27, 2010 12:14 pm
- Forum: Advanced Help
- Topic: Problem with alpha texture
- Replies: 5
- Views: 1399
Do you render the head with an alpha material as well? It looks like the browes are rendered first, and blended with the background. Only then the head is rendered. You need to either switch the head's materials, or change the render order (probably by rendering the browes in a second scene manager...
- Mon Sep 27, 2010 11:18 am
- Forum: Advanced Help
- Topic: Problem with alpha texture
- Replies: 5
- Views: 1399
- Mon Sep 27, 2010 9:52 am
- Forum: Advanced Help
- Topic: Problem with alpha texture
- Replies: 5
- Views: 1399
Problem with alpha texture
I have a problem using a texture with alpha channel. If I use material.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL; then my mesh looks like this: http://i53.tinypic.com/crjus.jpg You can see that background is shown in mesh edges. If I use material.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL_REF; ...
- Mon Aug 30, 2010 7:35 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436155
Did you see the VSM shadow demo? It can help a lot with that. If that doesn't help then it would need to be extended with techniques like PSSM, there are some examples around but it can be quite tricky to implement. Thanks for posting and help BlindSide :D . VSM shadow is great, but it only blur sh...
- Fri Aug 27, 2010 12:30 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436155
- Thu Aug 26, 2010 12:16 pm
- Forum: Advanced Help
- Topic: Textures and fonts don't work in multiple windows in OpenGL
- Replies: 2
- Views: 829
You need to create the context such that it is shared with the one that Irrlicht creates. Please check example 14 (better in SVN, changes could be in Irrlicht 1.7 though) where I might have added a line to show how to do this. Otherwise google how to create shared contexts. Thanks hybrid, now it wo...
- Mon Aug 23, 2010 10:52 am
- Forum: Advanced Help
- Topic: Textures and fonts don't work in multiple windows in OpenGL
- Replies: 2
- Views: 829
Textures and fonts don't work in multiple windows in OpenGL
Hi, first of all sorry for my English. I'm using wxWidgets and Irrlicht for a multiple graphic window aplication, concretely I'm using 2 Irrlicht Scene Managers in 2 different wxWindows. Everything works fine in Direct3D, but textures (using driver->draw2DImage) and fonts are not shown in OpenGL mod...
- Fri May 28, 2010 6:39 am
- Forum: Beginners Help
- Topic: AntiAlias in windowed mode
- Replies: 7
- Views: 749
According to the API the AntiAlias member is only used in fullscreen mode... so not sure how you can see Antialiasing even with Direct3D. I thought the same, so I checked it again and it's true, AntiAliasing is there for DirectX in windowed mode. Did you check material settings? You need to set the...
- Thu May 27, 2010 6:35 am
- Forum: Beginners Help
- Topic: AntiAlias in windowed mode
- Replies: 7
- Views: 749
AntiAlias in windowed mode
I'm trying to activating AntiAlias in windowed mode using OpenGL. I'm using: SIrrlichtCreationParameters param; param.DriverType = EDT_OPENGL; param.AntiAlias = 8; device = createDeviceEx (param); But it does not work. If I try with param.DriverType = EDT_DIRECT3D9; then it works. Am I missing somet...
- Thu May 20, 2010 2:20 pm
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1113
Sorry for posting so late, I have been very busy working. The example I use to reproduce the it's the same as writtern in first post. Just creating two spheres and render them using render buffers. Then using a textured quad to represent the scene. My graphic cards are dual 9600GT in SLI mode. Devic...
- Fri May 14, 2010 6:20 am
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1113
- Thu May 13, 2010 9:55 am
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1113
It's strange, the problem is at AntiAlias in SIrrlichtCreationParemeters. When AntiAlias is off, renderbuffer it's OK, when it's on, renderbuffer ignores zbuffer. Another problem: I tried to render with OpenGL and I have the same problems tha this guy: http://irrlicht.sourceforge.net/phpBB2/viewtopi...
- Wed May 12, 2010 1:00 pm
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1113
It would be related with my problem:
http://irrlicht.sourceforge.net/phpBB2/ ... ht=zbuffer
I'm using Irrlicht 1.7.1. Have been fixed?
http://irrlicht.sourceforge.net/phpBB2/ ... ht=zbuffer
I'm using Irrlicht 1.7.1. Have been fixed?
- Wed May 12, 2010 12:51 pm
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1113
ZDepth information is missing when Render To Texture
Hi all, first of all sorry for my English. I'm having a few troubles rendering to texture in DirectX. It seems like it does not use zdepth information when rendering to texture. For example, a mesh is painted overlaying other mesh that should be in front of first one. If I render directly in backbuf...