Search found 15 matches

by phixuannhat
Mon Nov 01, 2010 5:13 am
Forum: Advanced Help
Topic: cant create DX device in fullscreen with portrait dimension
Replies: 1
Views: 494

never mind, solved it, it just the resolution is not supported with DX
by phixuannhat
Mon Nov 01, 2010 4:26 am
Forum: Advanced Help
Topic: cant create DX device in fullscreen with portrait dimension
Replies: 1
Views: 494

cant create DX device in fullscreen with portrait dimension

When I create a DX device in fullscreen mode and flip dimensions to be in portrait (height > width), the console says "was not able to create DIRECT3D9 device" twice.

I have tried any combinations possible, DX/OGL, fullscr/windowed, landscape/portrait. Only this combination DX-fullscr-landscape ...
by phixuannhat
Thu Oct 07, 2010 7:48 am
Forum: Advanced Help
Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
Replies: 4
Views: 1095

This is what i get from debugger

Unhandled exception at 0x100184ef in DynamicMesh.exe: 0xC0000005: Access violation reading location 0xbaadf00d.

and it breaks at line smgr->drawAll

So I think when I add new buffer to the mesh, somehow some pointers are lost therefore smgr can't access and draw
by phixuannhat
Thu Oct 07, 2010 2:37 am
Forum: Advanced Help
Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
Replies: 4
Views: 1095

any help?
by phixuannhat
Fri Oct 01, 2010 9:48 am
Forum: Advanced Help
Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
Replies: 4
Views: 1095

dynamic MeshBuffer, Mesh, and MeshSceneNode?

I have this problem where I need to create/edit/delete Meshbuffers in a Mesh based on some dynamic data.

The problem is this, after I create the MeshSceneNodefrom the intial Mesh, I can only edit/delete existing MeshBuffers but not add new buffers from new data, otherwise it crashes when smgr ...
by phixuannhat
Thu Sep 16, 2010 2:36 pm
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1965

The problem is fixed using Sudi's tip and fliped uv coord when driver is OGL. Thank you all :D
by phixuannhat
Thu Sep 16, 2010 11:14 am
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1965

More observations:

- When calling another draw2DImage to draw the RT, both model and bg appear normal (non-flipped)

- I set all material types as EMT_SOLID (for both the model and ScreenQuad) to eliminate bugs, if any, from shaders (as I'm using IrrCg for shaders). The bg's still flipped while the ...
by phixuannhat
Thu Sep 16, 2010 10:56 am
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1965

BlindSide wrote:This is a well known issue. RTT in OpenGL are flipped, so just flip your texcoords in the shaders (1.0 - texcoord.y) when you're working with them.
Then both the model and background are flipped together, but in this case, only the background is flipped. That's why I find it strange
by phixuannhat
Thu Sep 16, 2010 3:56 am
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1965

The problem is still there when I use your current ScreenQuad. However, when I change the driver from OpenGL to DX9, all is fixed. As I prefer using OpenGL, any thoughts on how fix this bug on OpenGL?

Btw, I searched around forum and found that others had some kind of flipped texture with RTT ...
by phixuannhat
Wed Sep 15, 2010 7:04 am
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1965

[SOLVED] RenderTargetTexture strange Y-flip

I'm testing RTT feature of Irrlicht to do some post-possessing fx and encounter this strange behavior of RTT.

This is normal render with code:

http://img413.imageshack.us/img413/7346/normalv.png

driver->beginScene();

driver->draw2DImage(BG, rect<s32>(0,0,renderSize.Width,renderSize.Height ...
by phixuannhat
Tue Aug 17, 2010 8:50 am
Forum: Advanced Help
Topic: [ASK] background transparency
Replies: 5
Views: 1635

Lonesome Ducky wrote:The only thing I can think of to do it like you want is not irrlicht related. You need to grab the desktop hdc with GetDC(0), then get the pixels around where you want to blend and blend them yourself.
Any sources do I need to look for? coz I'm not familiar with window programming. thanks
by phixuannhat
Mon Aug 16, 2010 9:51 am
Forum: Advanced Help
Topic: [ASK] background transparency
Replies: 5
Views: 1635

Ultimately I want to achieve the effect as below

[photoshopped]
Image

in which you can change the alpha of the background no matter what color it is

any ideas?
by phixuannhat
Mon Aug 16, 2010 9:37 am
Forum: Advanced Help
Topic: [ASK] background transparency
Replies: 5
Views: 1635

[ASK] background transparency

I want to make the background of the Irrlicht view transparent so that I can see through any windows or desktop screen under Irrlicht window.

I modified the tutorial 14 (Win32 window) as followed:


...
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED ...
by phixuannhat
Fri Jul 23, 2010 5:16 am
Forum: Advanced Help
Topic: issue when passing world matrix to shader
Replies: 2
Views: 549

Never mind. I fixed it.

I pass the inverse of ETS_WORLD and use it to transform light position from world space back to object space. Now shading is correct :D
by phixuannhat
Thu Jul 22, 2010 11:19 am
Forum: Advanced Help
Topic: issue when passing world matrix to shader
Replies: 2
Views: 549

issue when passing world matrix to shader

I implemented a simple per-fragment lighting shader with fixed light position and models' positions.

The render is correct until I rotate one of the model 180deg around Y-axis using setRotation(..). Then the shading on the rotated model is flipped as if the light was rotated as well.

I'm using ...