Search found 167 matches

by nespa
Sun May 15, 2011 8:51 am
Forum: Advanced Help
Topic: Any ideas how todo mesh to mesh union, difference...
Replies: 2
Views: 591

Constructive Solid Geometry operations (union, difference, intersection)

an useful link:

http://createuniverses.blogspot.com/200 ... ogram.html


and an open library CSG:

http://www.opencsg.org/
by nespa
Fri May 13, 2011 9:42 pm
Forum: Advanced Help
Topic: Using default shaders as base [SOLVED AGAIN]
Replies: 8
Views: 1221

Indeed, the best way to learn is in the GLSL shader tutorials
by nespa
Fri May 13, 2011 8:18 am
Forum: Beginners Help
Topic: Need to create Irrlicht fonts
Replies: 8
Views: 3484

Irrlicht fonts:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=37735

search in the 1st post and you will find 2 still active links to download
by nespa
Tue May 10, 2011 6:51 pm
Forum: Beginners Help
Topic: Crushing the hero (collision detection)
Replies: 10
Views: 730

if 2 meshes collided returns true: bool nGetMeshesCollide(IAnimatedMeshSceneNode* mesh1,IAnimatedMeshSceneNode* mesh2) { return mesh1->getTransformedBoundingBox().intersectsWithBox(mesh2->getTransformedBoundingBox()); } here, an animator between 2 animated meshes, (the cube is the mesh, the hero is ...
by nespa
Sun May 08, 2011 12:58 pm
Forum: Beginners Help
Topic: does anyone have a tut on how i can make an exe compiler???
Replies: 10
Views: 555

step by step tutorial :

http://compilers.iecc.com/crenshaw/
by nespa
Sat May 07, 2011 2:29 pm
Forum: Code Snippets
Topic: Planar mapping OpenGL shader
Replies: 2
Views: 2207

don't you pass "extents" and "objDim" to vertex program? services->setVertexShaderConstant("extents", reinterpret_cast<irr::f32*>(&extents),2); services->setVertexShaderConstant("objDim", reinterpret_cast<irr::f32*>(&objDim),2); In your code seems to b...
by nespa
Fri May 06, 2011 8:54 am
Forum: Beginners Help
Topic: Melting Simulation
Replies: 1
Views: 325

morphing animation


or, the simplest way:

a mesh cube and a mesh oval very thin at the begin;

in the main loop scale your mesh cube to smaller dimensions and scale your oval on x and z direction to greater dimensions
by nespa
Thu May 05, 2011 7:12 pm
Forum: Beginners Help
Topic: Help with creating spheremap of Irrlicht scene
Replies: 12
Views: 3076

by nespa
Wed May 04, 2011 12:36 pm
Forum: Beginners Help
Topic: Help with creating spheremap of Irrlicht scene
Replies: 12
Views: 3076

take a look at this example with GLSL shader:

http://tfc.duke.free.fr/

and search for Reflective environment mapping demo example in the list, there is a zip file free to download;
by nespa
Tue May 03, 2011 9:25 am
Forum: Beginners Help
Topic: Help with creating spheremap of Irrlicht scene
Replies: 12
Views: 3076

see EMaterialTypes.h in include SDK of Irrlicht:

//! Look like a reflection of the environment around it.
/** To make this possible, a texture called 'sphere map' is
used, which must be set as the first texture. */
EMT_SPHERE_MAP,

the texture is obtained from a render target texture;
by nespa
Fri Apr 29, 2011 2:41 pm
Forum: Beginners Help
Topic: problem Billboard's position
Replies: 16
Views: 1418

when you load the mesh gun, it is loaded at 0,0,0 coordinates, then create a billboard , position it in front of the gun, then bind the billboard as child to the mesh gun;
then, all the times you move the gun, the billboard will keep relative position to the gun;
by nespa
Thu Apr 14, 2011 2:52 pm
Forum: Advanced Help
Topic: Cut out water at intersection with ship
Replies: 9
Views: 954

1st, render to target without water;
2nd, render with water, but change the inner pixels with the same pixels saved at the 1st pass in the render target;
by nespa
Thu Apr 14, 2011 8:32 am
Forum: Beginners Help
Topic: How to get access to wheels in vehicle model
Replies: 8
Views: 623

make the wheels as separate meshes (separated 3D models) and then make them as children of the vehicle mesh.
by nespa
Mon Apr 11, 2011 6:45 pm
Forum: Beginners Help
Topic: How to realize rotation with constant angular speed
Replies: 13
Views: 776

if (angle==90) { angle=90.01; } something like that....., depends of the sens of rotation... or try this: if(r.Y == 0.0f) { r.Y = 0.001f; } if(r.Y == 180.0f) { r.Y = 180.001f; } ohh, no, at very small angular steps, it happened; try to work with angular step greater or equal with 1.0f (>=1.0f)
by nespa
Fri Apr 08, 2011 7:53 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: irrAn8Loader
Replies: 1
Views: 940

irrAn8Loader

I found this "irrAn8Loader", a loader from Anim8or3D:

http://texel3d.free.fr/projets/liban8/index.html