Search found 126 matches
- Wed Dec 22, 2010 1:24 am
- Forum: Off-topic
- Topic: Funny programming pictures, jokes & quotes
- Replies: 436
- Views: 166950
That was....amusing :lol: :lol: :P EDIT: Okay this one is swaying towards kinda creepy too, I haven't had this happen to me too many times before. I was fiddling around with raw enet code last night, and I hadn't taken my evening coffee... well I was having a problem setting up a test, because both ...
- Mon Dec 20, 2010 6:27 pm
- Forum: Off-topic
- Topic: Funny programming pictures, jokes & quotes
- Replies: 436
- Views: 166950
O_O Strange....omaremad wrote:This isnt funny but scary, devsh we need a explaination....
http://code.google.com/p/project-ninja- ... nShaders.h
- Mon Dec 20, 2010 3:51 pm
- Forum: Beginners Help
- Topic: Directional light problem
- Replies: 4
- Views: 1561
Why would you use a directional light for that? The way the planets are being lighted makes sense for a directional light. Since the Sun is a sphere, emanating light from a point in the center of a sphere, not in only one direction. I think it would make more sense to use a point light. EDIT: Oh, so...
- Fri Dec 17, 2010 12:08 am
- Forum: Advanced Help
- Topic: get view-space normal
- Replies: 12
- Views: 1914
- Thu Dec 16, 2010 11:58 pm
- Forum: Advanced Help
- Topic: get view-space normal
- Replies: 12
- Views: 1914
Thanks mel, this is the shader in hlsl I think that'll work. float4x4 matWorldViewInv; float4x4 matWorlViewProjection; //-------------------------------------------- sampler2D tex1 : register(s0); //-------------------------------------------- struct VS_INPUT { float4 Position : POSITION0; float3 N...
- Thu Dec 16, 2010 11:55 pm
- Forum: Advanced Help
- Topic: get view-space normal
- Replies: 12
- Views: 1914
Forget about the generation of the tangent space in the shader. Irrlicht is capable of passing the tangent and binormal, the problem is that it doesn't pass them in TANGENT0 or BINORMAL0, rather it passes them in TEXCOORD1 and TEXTCOORD2, respectively. So, you have to calculate the tangent space ma...
- Thu Dec 16, 2010 11:48 pm
- Forum: Advanced Help
- Topic: get view-space normal
- Replies: 12
- Views: 1914
- Mon Dec 13, 2010 11:03 pm
- Forum: Beginners Help
- Topic: Bad performance - setHardwareMappingHint(EHM_STATIC)?
- Replies: 7
- Views: 1094
- Mon Dec 13, 2010 3:49 pm
- Forum: Beginners Help
- Topic: I can't get Irrlicht to compile?
- Replies: 3
- Views: 420
- Sun Dec 12, 2010 4:45 pm
- Forum: Beginners Help
- Topic: Matrix style camera rotation
- Replies: 3
- Views: 314
- Thu Dec 09, 2010 12:52 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93705
- Wed Dec 08, 2010 10:58 pm
- Forum: Project Announcements
- Topic: irrWeatherManager 0.0.5 - weather system for Irrlicht
- Replies: 100
- Views: 54869
I am wondering if I could join your little project in order to bring some Visual Spice.... to the clouds and other things with my shaders especially put all the techniques from the papers into practice, I would be looking forward to introduce spherical harmonix as a mean to give a cloud a more &quo...
- Wed Dec 08, 2010 10:17 pm
- Forum: Project Announcements
- Topic: ComineGL: Game Library for Learning Programming in C/C++
- Replies: 94
- Views: 16660
May I suggest;
http://www.thegamecreators.com/?m=view_product&id=2126
No coding experience required.
http://www.thegamecreators.com/?m=view_product&id=2126
No coding experience required.
- Wed Dec 08, 2010 9:00 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93705
- Wed Dec 08, 2010 7:07 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93705
well you included like this: SoftBody/blabla.h while the directory is: softbody also some files had lower case letters where they should have been uppercase: #include <body/CIrrBpRigidBody.h> should be: #include <body/CIrrBPRigidBody.h> also you mixed up: \ with: / Instead of changing the paths, I ...