Search found 51 matches

by kevinsbro
Sun Jul 14, 2013 4:10 pm
Forum: Advanced Help
Topic: draw2dImage Alpha
Replies: 5
Views: 941

Re: draw2dImage Alpha

I'm currently using Irrlicht 1.8. I've taken a look at the source code on the direct x side of things and can tweak the code in CD3D9Driver::setRenderStates2DMode to change the alpha blending between the vertex alpha and texture alpha, but there seems to be something going on at the actual texture a...
by kevinsbro
Wed Jul 10, 2013 10:32 pm
Forum: Advanced Help
Topic: draw2dImage Alpha
Replies: 5
Views: 941

Re: draw2dImage Alpha

I know that you can use alpha on the vertex level, but I want to be able to load a texture with an alpha channel and have it use that for alpha blending.

Currently, if you try and do this now, it clamps the value to all invisible or all visible.
by kevinsbro
Wed Jul 10, 2013 2:47 am
Forum: Advanced Help
Topic: draw2dImage Alpha
Replies: 5
Views: 941

draw2dImage Alpha

Is it possible to use the texture's alpha values when drawing 2D images?
I know you can get it so that either all or none of certain pixels are transparent, but what if I want a value in between for each pixel?
by kevinsbro
Thu Apr 26, 2012 2:08 am
Forum: Game Programming
Topic: file naming conventions
Replies: 3
Views: 1325

Re: file naming conventions

Thank you so much for your help. I feel stupid but this stuff is important if I want my code taken seriously.

Also, is it generally typical to name the classes with the prefix in front too.

Example,

class CSceneNode
by kevinsbro
Sun Apr 22, 2012 7:44 pm
Forum: Game Programming
Topic: file naming conventions
Replies: 3
Views: 1325

file naming conventions

Hey, so this is going to sound really dumb but can someone explain to me the prefixes in irrlicht source code.

Im pretty sure I can guess at what it means but I want to know for sure.
I-interface
E-enumeration
C-??

I notice some files don't get named with a prefix too.
What is the convention here?
by kevinsbro
Sun Apr 08, 2012 10:53 pm
Forum: Advanced Help
Topic: [SOLVED]Instancing different batch amount on one mesh buffer
Replies: 4
Views: 805

Re: [SOLVED]Instancing different batch amount on one mesh bu

If anyone is curious I was able to solve this problem by extending IMeshBuffer with my own buffer class that is essentially CMeshSceneBuffer but with 2 texture coordinates instead of the generic template for vertices. And creating extra functionality of specifying the amount of instances you want re...
by kevinsbro
Sun Apr 01, 2012 1:17 am
Forum: Beginners Help
Topic: getMaterial(i).setTexture
Replies: 9
Views: 966

Re: getMaterial(i).setTexture

Another thing. How does the "setMaterialType" "setMaterialTexture" "setMaterialFlag" work in the SceneNode class? How is it able to actually do as it says in the MeshSceneNode class when they're not virtual and don't know about the MeshSceneNodes material variables?
by kevinsbro
Thu Mar 29, 2012 2:39 am
Forum: Beginners Help
Topic: getMaterial(i).setTexture
Replies: 9
Views: 966

Re: getMaterial(i).setTexture

Thank you so much. I understood the functions weren't 100% the same, I just meant that they gave the same result in my case. And I honestly had never heard of using references like that. It bugs me sometimes how I want to learn and improve my programming skills faster than my classes will teach me f...
by kevinsbro
Thu Mar 29, 2012 12:03 am
Forum: Beginners Help
Topic: getMaterial(i).setTexture
Replies: 9
Views: 966

getMaterial(i).setTexture

I'm sorry for this dumb question but I don't quite understand why node->setMaterialTexture(0, texture); and node->getMaterial(0).setTexture(0, texture); give the same results. the returned material isn't a pointer, so how come when I change the texture, it changes the texture in the material for the...
by kevinsbro
Wed Mar 21, 2012 11:05 pm
Forum: Beginners Help
Topic: ISceneNode's and Materials
Replies: 1
Views: 162

ISceneNode's and Materials

So I'm pretty sure I already know the answer, but when I try and change the material of an empty scene node it stays at its defaults. The basic empty Scene Node isn't meant to care about materials is it?
by kevinsbro
Mon Mar 19, 2012 5:41 pm
Forum: Advanced Help
Topic: [SOLVED]Instancing different batch amount on one mesh buffer
Replies: 4
Views: 805

[SOLVED]Instancing different batch amount on one mesh buffer

So while trying to apply GPU instancing I run into a problem that comes from having to render the instanced set with different materials. The max number of batches varies across shaders due to different amounts of data that need to be passed to the shader. Now here's the problem... The mesh buffer (...
by kevinsbro
Wed Feb 22, 2012 10:28 pm
Forum: Advanced Help
Topic: HLSL instancing problem
Replies: 16
Views: 2508

Re: HLSL instancing problem

Thank you so much for your help! I don't think there's any easy way around the problem, but I tried
by kevinsbro
Wed Feb 22, 2012 4:43 am
Forum: Advanced Help
Topic: HLSL instancing problem
Replies: 16
Views: 2508

Re: HLSL instancing problem

so then, worldViewInverse = viewInverse*worldMatrix ?
If this is true than all I need to do is pass the viewInverse and I can multiply it by the particular instances world matrix.



or is it worldInverse*view, bringing me no where :(
by kevinsbro
Mon Feb 20, 2012 5:04 pm
Forum: Advanced Help
Topic: HLSL instancing problem
Replies: 16
Views: 2508

Re: HLSL instancing problem

So I have a working solution now. I realized its the light direction that needs to be multiplied by the inverse world matrix. This is simple if all the instances have a uniform scale because I can simply transpose the world matrix to get the equivalent inverse. But Im still gonna try and find an eff...
by kevinsbro
Sun Feb 19, 2012 8:14 pm
Forum: Advanced Help
Topic: HLSL instancing problem
Replies: 16
Views: 2508

Re: HLSL instancing problem

And you were saying that it's probably not the best idea to simply run the matrix multiplication in the shader itself, because the multiplication would occur for every vertex, right? And theoretically, couldn't I adjust the light direction before its passed to the shader so that I don't even need to...