Search found 53 matches

by TCM
Sun May 08, 2011 8:45 pm
Forum: Advanced Help
Topic: Lighting gets off when cam rotates [GLSL]
Replies: 17
Views: 2460

Question:

You project the light onto a plane (TerrainSceneNode) ?

This object does not provide the required normals?
by TCM
Tue Apr 26, 2011 6:20 pm
Forum: Beginners Help
Topic: Irrlicht units in meters
Replies: 7
Views: 808

Thanks. Good reading material.

I am having problems with Physx. My simulation looks slow. Only if i set the time step to 1/20 it gets a bit more realistic. But of course setting the timestep to 1/20 is not fixing the cause, just the effect.
by TCM
Tue Apr 26, 2011 8:08 am
Forum: Beginners Help
Topic: Irrlicht units in meters
Replies: 7
Views: 808

Anybody knows the ratio recommended for Physx ?
by TCM
Sun Apr 24, 2011 9:13 pm
Forum: Project Announcements
Topic: LOD Scene Node
Replies: 23
Views: 10969

Any new updates on this?

Looking forward :D
by TCM
Mon Apr 11, 2011 8:31 pm
Forum: Beginners Help
Topic: How do I modify an element without adding it again?
Replies: 5
Views: 442

It might make sense to create two custom classes (but derived from the same base class). Each one will have it's own camera. when you select from one to another, each element will have it's associated camera. More than one camera can co-exist. You just select which camera is active at a moment. You ...
by TCM
Tue Apr 05, 2011 6:11 pm
Forum: Advanced Help
Topic: Loading image inside shader callback
Replies: 4
Views: 645

The shader callback is called every frame. Loading a picture (texure) takes quite a lot of time.

In a shader callback you typically do not load anything, just send data to the uniform variables.
by TCM
Tue Apr 05, 2011 1:01 pm
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

I used the same code ( or most of it ). It looks the same.

You are also using DirectX. I am using OpenGL.
by TCM
Tue Apr 05, 2011 1:00 pm
Forum: Bug reports
Topic: Tangent generator destroys meshes?
Replies: 8
Views: 2374

omaremad wrote:Yep im doing that in shader.
Can you please explain how you do that in the shader?
by TCM
Thu Mar 31, 2011 8:36 pm
Forum: Bug reports
Topic: (no bug) Prob. when IRRlicht is used with wxWidget
Replies: 9
Views: 4023

I am not sure what wxWidget is your irrLicht window. Is it a wxControl or a wxWindow? You must make sure that the control or window in which you have the irrlicht 3d window is having the focus. Otherwise it simply does not receive the messages, since it does not have the focus. You can give it the f...
by TCM
Thu Mar 31, 2011 11:41 am
Forum: Bug reports
Topic: (no bug) Prob. when IRRlicht is used with wxWidget
Replies: 9
Views: 4023

- animated meshes don't animate, they only move to their first frame. You must add a tick call, just before beginScene: GetIrrDevice()->getTimer()->tick(); - IRRlicht cameras don't have the proper aspect ratio (I think its because of the wrong information about the display size) Add this: void CIrr...
by TCM
Wed Mar 30, 2011 1:12 pm
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

by TCM
Wed Mar 30, 2011 12:34 pm
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

What settings did you use for this irr::scene::IMesh* tangentMesh = smgr->getMeshManipulator()-> createMeshWithTangents(mesh->getMesh(0), true, // recalculate normals false, // smooth false, // angle weighted true // recalculate tangents ); I've used several models (copied from RenderMonkey) and all...
by TCM
Wed Mar 30, 2011 8:02 am
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

If all the industry is calling it binormal........

And this is not the point here. The point is calculating them, as it is clear that there is an issue with irrLicht.
by TCM
Tue Mar 29, 2011 9:24 pm
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

@Luben

Most important is to define and explain them. I don't care how you call them, i need to know what they are and how to calculate them.
by TCM
Tue Mar 29, 2011 8:45 pm
Forum: Advanced Help
Topic: GLSL shader tangent and binormal calculation bug
Replies: 20
Views: 6984

Thanks, i knew i was missing something. I am using the very same 3ds file in RenderMonkey and in irrLicht, but i am getting different results.
Only normals are loaded from the file, tangent and binormal are calculated by irrLicht.