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 ...
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: 576
- Mon Sep 27, 2010 12:14 pm
- Forum: Advanced Help
- Topic: Problem with alpha texture
- Replies: 5
- Views: 1575
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: 1575
- Mon Sep 27, 2010 9:52 am
- Forum: Advanced Help
- Topic: Problem with alpha texture
- Replies: 5
- Views: 1575
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 ...
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 ...
- Mon Aug 30, 2010 7:35 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 541179
- Fri Aug 27, 2010 12:30 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 541179
- 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: 960
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 ...
Thanks hybrid, now it ...
- 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: 960
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 ...
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 ...
- Fri May 28, 2010 6:39 am
- Forum: Beginners Help
- Topic: AntiAlias in windowed mode
- Replies: 7
- Views: 975
- Thu May 27, 2010 6:35 am
- Forum: Beginners Help
- Topic: AntiAlias in windowed mode
- Replies: 7
- Views: 975
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 ...
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 ...
- Thu May 20, 2010 2:20 pm
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1364
- Fri May 14, 2010 6:20 am
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1364
- Thu May 13, 2010 9:55 am
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1364
- Wed May 12, 2010 1:00 pm
- Forum: Bug reports
- Topic: ZDepth information is missing when Render To Texture
- Replies: 7
- Views: 1364
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: 1364
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 ...
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 ...
