Search found 7 matches
- Mon Jun 07, 2010 11:31 pm
- Forum: Beginners Help
- Topic: Issue with Tutorial 21 vs. my code
- Replies: 0
- Views: 483
Issue with Tutorial 21 vs. my code
So I was using tutorial 21 (Quake 3 Explorer) to view some levels before I used them in my game. I found one I liked and loaded it up in my game only to find that none of the cool effects (shaders) were loaded. So, I figured out I needed the shaders so I copied he q3factory.h/cpp and used the same c...
- Sat Jun 05, 2010 4:09 am
- Forum: Beginners Help
- Topic: Shadow Volume Issue with Quake Level Map
- Replies: 6
- Views: 531
Yea I just tried with not much luck. It's cool and easy to use, just doesn't fit the need I have. I tried to use a shadow light high up in the air with 180* FOV, and that worked, but it didn't play nice with the other effects I'm using: TGMs Shader Package radial blur , and rendering to textures for...
- Sat Jun 05, 2010 3:33 am
- Forum: Beginners Help
- Topic: Shadow Volume Issue with Quake Level Map
- Replies: 6
- Views: 531
- Sat Jun 05, 2010 2:17 am
- Forum: Beginners Help
- Topic: Shadow Volume Issue with Quake Level Map
- Replies: 6
- Views: 531
It definitely can; my character's cast shadows on themselves. I think it might have something to do with very large (in terms of number of faces) meshes. I have a treasure chest mesh with a really large number of faces and I get a white screen when I try to add a shadow volume to that, which is the ...
- Sat Jun 05, 2010 1:13 am
- Forum: Beginners Help
- Topic: Shadow Volume Issue with Quake Level Map
- Replies: 6
- Views: 531
Shadow Volume Issue with Quake Level Map
I'm having an issue where I can't get the shadow volume to work on the quake level mesh included in the tutorials. Here's the relevant code: device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3"); IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp"); IAnimat...
- Wed May 19, 2010 10:44 pm
- Forum: Code Snippets
- Topic: TGMs Shader Package[C++/GLSL]
- Replies: 89
- Views: 121068
I'm having an issue where my game GUI is being drawn upside-down after rendering the Radial Blur. driver->setRenderTarget(blur->rt0, true, true, SColor(0,0,0,0)); smgr->drawAll(); driver->setRenderTarget(0); blur->render(); env->drawAll(); //env is the GUI environment I thought it might be the setT...
- Sat May 15, 2010 6:42 pm
- Forum: Code Snippets
- Topic: TGMs Shader Package[C++/GLSL]
- Replies: 89
- Views: 121068
I'm having an issue where my game GUI is being drawn upside-down after rendering the Radial Blur. driver->setRenderTarget(blur->rt0, true, true, SColor(0,0,0,0)); smgr->drawAll(); driver->setRenderTarget(0); blur->render(); env->drawAll(); //env is the GUI environment I thought it might be the setTr...