Search found 30 matches
- Sun Oct 30, 2011 8:14 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436066
Re: XEffects - Reloaded - New Release (V 1.3)
Hello, I need realtimeshadow for some objects near the camera. The light source is not a spotlight, but a directional light (like a sun). The shadow-receiver should be a terrain. My problem is that the lightsource only lights a small area on the terrain, the rest of it is black. Is it possible with ...
- Sun Oct 30, 2011 6:03 pm
- Forum: Beginners Help
- Topic: Volume Shadow: Mesh shouldn't receive shadow
- Replies: 5
- Views: 428
Re: Volume Shadow: Mesh shouldn't receive shadow
I tried to use XEffect before, but I didn't get the shadow under control. My problem is that on a large terrain I can only illumine a small area. It seems to be, the area far away (where i don't want to calculate shadow (for performance)), is always black. :( Hard to explain with limited english kno...
- Sun Oct 30, 2011 1:39 pm
- Forum: Beginners Help
- Topic: Volume Shadow: Mesh shouldn't receive shadow
- Replies: 5
- Views: 428
Re: Volume Shadow: Mesh shouldn't receive shadow
Thanks for your answer!
http://irrlicht.sourceforge.net/docu/na ... f40add70d3
This is the enum of all materialflags. But there is no receiveshadow.
Turning on/off the EMF_LIGHTING has no effect on the shadowreceiving.
Bastian
http://irrlicht.sourceforge.net/docu/na ... f40add70d3
This is the enum of all materialflags. But there is no receiveshadow.
Turning on/off the EMF_LIGHTING has no effect on the shadowreceiving.
Bastian
- Sun Oct 30, 2011 9:41 am
- Forum: Beginners Help
- Topic: Volume Shadow: Mesh shouldn't receive shadow
- Replies: 5
- Views: 428
Volume Shadow: Mesh shouldn't receive shadow
Hello,
I'm using stencil-buffer-shadows on some meshs in my world. Is it possible to declare meshs, which shouldn't receive the shadow?
It looks a little bit ugly, when the shadow is casting on vertical, flat grass-meshs.
Thank you!
Bastian
I'm using stencil-buffer-shadows on some meshs in my world. Is it possible to declare meshs, which shouldn't receive the shadow?
It looks a little bit ugly, when the shadow is casting on vertical, flat grass-meshs.
Thank you!
Bastian
- Sat Oct 01, 2011 8:44 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hello,
the allocation of the block is in rigidbody.cpp, line 44:
Bastian
the allocation of the block is in rigidbody.cpp, line 44:
Code: Select all
motionState = new IMotionState(internalTransform);
Bastian
- Fri Sep 30, 2011 9:17 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hello, i got a small memory leak, if I'm creating a BoxShape and RigidBody. ISphereShape* shape = new ISphereShape(node, mass, false); shape->setUnscaledRadius(r); IRigidBody* body = this->world->addRigidBody(shape,group,mask); Later I delete the body with removeCollisionObject. But Visual Studi...
- Sat Jul 02, 2011 11:52 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hello,
is there any possibility to "move" the SceneNode of an rigidbody away from the central-point of a shape?
When i'm creating a rigid the scenenode is at the same point as the shape, but the collision-box of the object should be at another point.
Bastian
is there any possibility to "move" the SceneNode of an rigidbody away from the central-point of a shape?
When i'm creating a rigid the scenenode is at the same point as the shape, but the collision-box of the object should be at another point.
Bastian
- Sun Jun 26, 2011 1:27 pm
- Forum: Beginners Help
- Topic: Vector 0/0/0 = 180/180/180 ?
- Replies: 2
- Views: 305
- Sun Jun 26, 2011 11:44 am
- Forum: Beginners Help
- Topic: Vector 0/0/0 = 180/180/180 ?
- Replies: 2
- Views: 305
Vector 0/0/0 = 180/180/180 ?
Hello, i have a small problems with the irrlicht-vectors. I think, the vector 0/0/0 is the same like 180/180/180. Small example from c4d: http://www.youtube.com/watch?v=febEaIjXIyY In this case, my vector only have the value 0 for X and Z, only Y is rotating, but sometimes irrlicht "translate&q...
- Sat Jun 25, 2011 7:08 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
- Sat Jun 11, 2011 10:02 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
- Sun Jun 05, 2011 1:59 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
- Sun May 29, 2011 3:52 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
- Fri May 27, 2011 8:50 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169943
- Sun May 15, 2011 3:44 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 132199