Search found 130 matches

by dehseth
Fri Oct 12, 2012 6:46 am
Forum: Beginners Help
Topic: draw3DTrianglecolor won't work
Replies: 4
Views: 495

Re: draw3DTrianglecolor won't work

Hi Mel,
you seem to misunderstood the question. It's not about performance, it is about drawing 3d triangle function color does not work. Anyways I solved the problem yesterday this is what I needed to set as material during render function:


video::IVideoDriver* driver = SceneManager ...
by dehseth
Thu Oct 11, 2012 7:00 pm
Forum: Beginners Help
Topic: draw3DTrianglecolor won't work
Replies: 4
Views: 495

Re: draw3DTrianglecolor won't work

no use of CBillboardSceneNode. so nobody knows why colorful triangles wont work?
by dehseth
Tue Oct 09, 2012 5:47 pm
Forum: Beginners Help
Topic: draw3DTrianglecolor won't work
Replies: 4
Views: 495

draw3DTrianglecolor won't work

Hi everybody,
I would like to draw a 3d rectangle, so I created a class class CQuadrangleSceneNode : public scene::ISceneNode and this is the render function:
void CQuadrangleSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();

driver->setMaterial(getMaterial(0 ...
by dehseth
Sat Nov 20, 2010 4:28 pm
Forum: Bug reports
Topic: getTexture returns wrong texture if ...
Replies: 0
Views: 683

getTexture returns wrong texture if ...

hi guys,

I figured out if I add a folder to file system:

g_smgr->getFileSystem()->addFileArchive("data", true, false, io::EFAT_FOLDER);


Get texture can return wrong texture, like I request a.png and it returns me b.png:


ITexture* wrong_one = driver->getTexture("a.png");


And it is I guess ...
by dehseth
Thu Nov 18, 2010 5:32 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

FINALLY!!! I found THE BUG!

If you create your device (directx 9 device) using antialiasing

SIrrlichtCreationParameters cp;
cp.AntiAlias = 2; // can be some other value


and use a render texture target... than device fails on computing z-buffer (it draws every single mesh to texture over and ...
by dehseth
Wed Nov 17, 2010 2:37 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

ok I will prepare a small app. and post source code link here when it's ready..
by dehseth
Tue Nov 16, 2010 4:57 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

possible bug found, please check here..

OK I think the problem is when I am rendering to texture the depth buffer is not working and if I render the closer element to cam after others everything's fine, but if I render the closer element before further elements than it overrides pixels..

But If I render the same scene using backbuffer ...
by dehseth
Tue Nov 16, 2010 4:14 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

well everything has changed suddenly when I realized my shader takes alpha channel variable as last value... and now I have a problem with texture target.. I would like to have my texture without alpha blending...
The problem is when I set

driver->setRenderTarget(texture);


I got alpha blended ...
by dehseth
Tue Nov 16, 2010 1:27 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

is this might be the problem:
present.BackBufferFormat = D3DFMT_X8R8G8B8

any idea?
by dehseth
Mon Nov 15, 2010 4:03 pm
Forum: Advanced Help
Topic: convert LPD3DXMESH to SMeshBuffer
Replies: 1
Views: 904

well I wrote it :) here's the code:

DWORD fvf = mesh->GetFVF();
if (fvf == (D3DFVF_XYZ | D3DFVF_NORMAL)) // 3dtext returns this FVF
{
D3DVERTEXELEMENT9 dec[MAX_FVF_DECL_SIZE];
ZeroMemory(dec, sizeof(D3DVERTEXELEMENT9) * MAX_FVF_DECL_SIZE);
if (FAILED(mesh->GetDeclaration(dec ...
by dehseth
Mon Nov 15, 2010 11:27 am
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

here's the render I got when I use backbuffer directly:

Image

and this is the nice texture rendering I got:

Image
by dehseth
Sun Nov 14, 2010 5:47 pm
Forum: Advanced Help
Topic: convert LPD3DXMESH to SMeshBuffer
Replies: 1
Views: 904

convert LPD3DXMESH to SMeshBuffer

hi,

i am looking for a way to convert my d3dxmesh to smeshbuffer. I created this dx mesh from 3dfont.. any way to do it easily?
by dehseth
Sat Nov 13, 2010 7:36 pm
Forum: Bug reports
Topic: possible bug found: rendering to texture
Replies: 9
Views: 1644

possible bug found: rendering to texture

hi guys,
in my application, if I use SetRenderTarget function and render scene to a custom texture I get a nice colorful visual render :) If I render it to screen directly I do not get the same render...

I figured out if I draw my texture image without using alpha channel I get this same bad ...
by dehseth
Sun Nov 07, 2010 11:48 am
Forum: Advanced Help
Topic: viewing frustum volume detection
Replies: 7
Views: 1215

by dehseth
Sun Nov 07, 2010 5:30 am
Forum: Advanced Help
Topic: viewing frustum volume detection
Replies: 7
Views: 1215

sorry I didn't notice I write "hi guys" to topic... I do not have a scenenode object, I got a aabbox (not a mesh). And is culled uses occlusion culling which I do not need. I am asking for a function that computes frustum volume and tests if bbox is fully inside (not only the corners of box).. so I ...