Search found 102 matches

by badday
Sun Feb 26, 2012 5:31 pm
Forum: Bug reports
Topic: [MAC OSX] Lion - Crash
Replies: 1
Views: 612

[MAC OSX] Lion - Crash

There is some strange bug with OSX (Lion) and Irrlicht 1.7.2 when it comes to createDevice and you pass parameters (probably the size). When you leave brackets blank, everything seems to work as intended. This error occurs not in the same manner all the time, there are at least two options: Either s...
by badday
Fri Jan 06, 2012 4:15 pm
Forum: Beginners Help
Topic: XEffects - shadows
Replies: 5
Views: 446

Re: XEffects - shadows

Well, as I use only one light, this is not that a huge problem for me, though I would still like to have a higher contrast, do you know with which parameter this can be influenced?

Thanks,

badday
by badday
Fri Jan 06, 2012 12:55 pm
Forum: Beginners Help
Topic: XEffects - shadows
Replies: 5
Views: 446

Re: XEffects - shadows

OK, you´re right about the light.

However, the shadows I have currently are hardly visible. What parameters have effect on this? I made two irrlicht lights, one ELT_SPOT and one ELT_DIRECTIONAL. What are those XEffects shadow lights good for?
by badday
Thu Jan 05, 2012 12:38 pm
Forum: Beginners Help
Topic: XEffects - shadows
Replies: 5
Views: 446

XEffects - shadows

Hi, I´m currently trying to create shadows with XEffects, but I think I missed something as I can´t see any shadow. So here is what I do: effect = new EffectHandler(Device, Driver->getScreenSize(), true, true);         effect->setClearColour(SColor(255, 0, 0, 0));         effect->setAmbientColor(SCo...
by badday
Mon Nov 28, 2011 6:35 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Re: Coloring units

Alright, I finally made it by hand. This way should be driver-independent, therefore it might be useful for others as well: core::dimension2du size = node->getMaterial(0).getTexture(0)->getSize();   video::ITexture *texture = node->getMaterial(0).getTexture(0); char* pixels = (char*)texture->lock();...
by badday
Mon Nov 28, 2011 4:49 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Re: Coloring units

I still don't really get what you want to achieve I would like to have some background in the color I choose and to put the texture on top of it. According to the alpha-value of this texture, you should see the background or not. But the white color comes from the vertex color, which you can change...
by badday
Mon Nov 28, 2011 3:58 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Re: Coloring units

Hm... It all results in almost the same unfortunately, even with video::EMT_TRANSPARENT_REFLECTION_2_LAYER or video::EMT_LIGHTMAP like this: http://dl.dropbox.com/u/4711902/screenshots_GUF/unit_coloring.jpg What I do not understand is why this can´t be easily made as by default it does colorize the ...
by badday
Mon Nov 28, 2011 2:47 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Re: Coloring units

Hm... I made the MaterialType of text video::EMT_TRANSPARENT_ALPHA_CHANNEL. However, the problem remains.
by badday
Sun Nov 27, 2011 12:49 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Re: Coloring units

You´re right, the solid color should therefore be video::SColor(255, 0, 0, 255) meaning not transparent at all. Anyway, this doesn´t solve the problem (it doesn´t even have any obvious effect at all)
by badday
Sun Nov 27, 2011 12:19 pm
Forum: Beginners Help
Topic: Coloring units
Replies: 10
Views: 532

Coloring units

Hi guys, I´m currently trying to colorize my units the following way: Taking the original texture/material: video::SMaterial text = node->getMaterial(0); text.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; text.setFlag(video::EMF_LIGHTING, false); As a background I create a solid color texture lik...
by badday
Thu Sep 29, 2011 6:07 pm
Forum: Beginners Help
Topic: Problems with .X-file based animation and bones
Replies: 5
Views: 380

Re: Problems with .X-file based animation and bones

OK, problem is solved. The thing was that I called animateJoints() twice: Once before the rotation and once afterwards. This second time effectively called CSkinnedMesh::recoverJointsFromMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes) which did reset the rotation degrees. So you must dr...
by badday
Tue Sep 27, 2011 4:50 pm
Forum: Beginners Help
Topic: Problems with .X-file based animation and bones
Replies: 5
Views: 380

Re: Problems with .X-file based animation and bones

Are you sure all your bones setup and calls are correct?
Hm... I think so as I should do everything necessary as far as I can see.
Are you sure you still call animateJoints() as you used to do like half a year ago?
Yes, I am :)
by badday
Tue Sep 27, 2011 2:59 pm
Forum: Beginners Help
Topic: Problems with .X-file based animation and bones
Replies: 5
Views: 380

Re: Problems with .X-file based animation and bones

I would like to add some more information: I do the following things: IAnimatedSceneNode *node; IBoneSceneNode *bone;   //...   node->setJointMode(scene::EJOUR_CONTROL); node->animateJoints();   bone->setRotation(core::vector3df(0,30,0)); I use driver OpenGL, so onAnimate() should be called during t...
by badday
Sat Sep 24, 2011 7:38 am
Forum: Beginners Help
Topic: Problems with .X-file based animation and bones
Replies: 5
Views: 380

Problems with .X-file based animation and bones

Hi, I upgraded my irrlicht version from 1.5 to the latest (1.7.2) one. I now face the problem that my animation system has some trouble, although I´m not yet absolutely sure whether it was caused by the upgrade. My scenario: I´ve got .X-files which have bones. I set the rotations via bone->setRotati...
by badday
Wed Aug 31, 2011 2:42 pm
Forum: Beginners Help
Topic: Problem using unicode
Replies: 2
Views: 121

Re: Problem using unicode

Yes, but _UNICODE and UNICODE are automatically added by VS if you use Character Set Unicode. I tried that L-thing, but didn´t chance anything.