Search found 82 matches

by AW111
Mon Mar 28, 2011 7:16 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422507

Since each light apparently has its own separate shadow map with its own resolution setting, would it be possible to solve the aforementioned problem (shadowing on large landscapes) by using at least two lights for the sun, where each light would have a different "field of view" cone and r...
by AW111
Thu Mar 24, 2011 2:33 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422507

Blindside: are there any plans to make a version that uses varying levels of detail? I ran some of the original demos again, and wished that I could have that degree of realistic shadowing in a large landscape... but I don't think I could adapt it myself. I wouldn't even know where to begin.
by AW111
Wed Mar 23, 2011 10:36 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422507

I've found my problem, although I'm not sure how to solve it - I was using enormous distances for the "nearplane" and "farplane" values for the light representing the sun, since I'm using a large landscape rather than a small room (as in the XEffects demos). Reducing the scale gr...
by AW111
Wed Mar 23, 2011 8:51 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422507

Shadow problem

Does XEffects ever use per-triangle shadowing (rather than the more realistic pixel-esque patterns)? It didn't used to do that in my program and I didn't think it was ever supposed to, but for some reason my program now only has shadowing on a triangle-by-triangle basis. At first I thought I had mis...
by AW111
Sun Mar 06, 2011 12:37 am
Forum: Advanced Help
Topic: Running program code while the video card draws the scene?
Replies: 3
Views: 784

Running program code while the video card draws the scene?

I assume that "endScene()" waits for the video card to finish drawing the scene before returning from the function ? Or am I completely misunderstanding "beginScene" and "endScene" ? I'm trying to figure out whether there's any way to perform other programming tasks whi...
by AW111
Wed Jan 26, 2011 11:20 pm
Forum: Advanced Help
Topic: Static VBOs
Replies: 9
Views: 935

Static VBOs as well as all other VBOs are part of Irrlicht since version 1.4. Instanced rendering has not so much performance gain, but if someone finds a place where this could be easily added into Irrlicht, we will take a look. The main advantage would be to greatly reduce the amount of video car...
by AW111
Wed Jan 26, 2011 9:47 pm
Forum: Advanced Help
Topic: Static VBOs
Replies: 9
Views: 935

I think this would be useful enough to add as a standard feature - I'm surprised it already hasn't been. Here's why it could be used in _most_ programs to dramatically speed up rendering: Most applications make use of objects that are composed of the same set of standard components - many buildings ...
by AW111
Wed Jan 26, 2011 1:36 am
Forum: Advanced Help
Topic: Static VBOs
Replies: 9
Views: 935

I'm hoping someone can explain how it would theoretically be done - i.e. how does it work on the graphics card?
by AW111
Tue Jan 25, 2011 10:53 pm
Forum: Advanced Help
Topic: Static VBOs
Replies: 9
Views: 935

Static VBOs

Maybe this isn't the place for this question, but: I assume it's possible to use a single static VBO pattern in GPU memory while still having multiple instances of it displayed at different locations on the map - e.g., use a single VBO for a tree model but have a thousand trees at different location...
by AW111
Mon Jan 17, 2011 9:23 pm
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

I've looked over Irrlicht's Quaternion library, but it's barely documented. I assume the variables X,Y,Z (capital letters) define the direction the user is facing (e.g. 0,1,0 would be straight up) and W is the rotation around this axis (the degree of "banking" if it's an airplane ) ? But w...
by AW111
Mon Jan 17, 2011 8:41 pm
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

Since I'm writing a very general 3D system that has to be usable for a number of different applications, I need a method that isn't tied to a specific way of tricking Irrlicht into rotating the camera correctly.
by AW111
Mon Jan 17, 2011 6:46 pm
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

You could try putting the ship in front of the camera and making the ship the camera's child. That would leave pretty strict movement of the ship to the point that you were always looking at it from the same angle though. As to there being code out there, I don't know. If I had about a week I bet I...
by AW111
Mon Jan 17, 2011 12:42 am
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

I need to be able to not only rotate the camera, but also move the user in any direction & orientation without problems at certain angles. Surely there's some code out there that will do this basic task...
by AW111
Wed Jan 12, 2011 11:39 pm
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

Use quaternions, they're not too hard to get used to, and even though they might seem odd to represent rotations, you'll find they're a lot better and don't have any of those problems Eulers have with Gimbal lock. I assume that just means using a vector plus rotation - (x,y,z) + angle ? Is there an...
by AW111
Wed Jan 12, 2011 11:37 pm
Forum: Beginners Help
Topic: Full freedom of movement without 'gimbal lock'
Replies: 16
Views: 2770

Yes, I already posted to that thread asking for an alternative version that doesn't create the gimbal lock problem, since that code does.