Search found 22 matches

by griffin2000
Mon Oct 24, 2011 10:59 pm
Forum: Advanced Help
Topic: 16 textures
Replies: 3
Views: 733

Re: 16 textures

One thing I notice OpenGL driver is that I needed to change how MaxSupportedTextures is set up in the COpenGLExtensionHandler() ctor. Currently its:         if (Version>102 || FeatureAvailable[IRR_ARB_multitexture])         {                 glGetIntegerv(GL_MAX_TEXTURE_UNITS, &num);            ...
by griffin2000
Wed Dec 01, 2010 7:48 am
Forum: Open Discussion and Dev Announcements
Topic: Mmm.. spherical harmonix?
Replies: 14
Views: 3280

wait... does it mean that I basically have to go through the environment map, pixel by pixel.... treating them all like diffuse parameters and unprojecting the envmap texcoords as normals/lightdir then adding them to THE 9 xyz/rgb values of a 2nd order spherical harmonic? Then render a virtual envm...
by griffin2000
Tue Nov 30, 2010 9:57 pm
Forum: Open Discussion and Dev Announcements
Topic: Mmm.. spherical harmonix?
Replies: 14
Views: 3280

It's a pretty complicated subject, you have to be unafraid of dealing with alot of mathematics notation to get to grips with it (and really reading it not just skipping past the maths and reading the code). A couple of things I found helpful: This book: http://www.amazon.com/Advanced-Lighting-Materi...
by griffin2000
Tue Nov 30, 2010 2:30 am
Forum: Beginners Help
Topic: Best animated mesh format...
Replies: 2
Views: 537

Best animated mesh format...

I've had issues with all the available skinned, animated mesh formats in Irrlicht that can be exported from 3DS Max... .X is what I'm mainly using, but both the available exporters (KW-export and Panda) have bugs. KW is the best but some animated meshes get screwed up, it appears that some verts are...
by griffin2000
Wed Nov 24, 2010 2:01 am
Forum: Advanced Help
Topic: Collada Animation support
Replies: 22
Views: 6921

Another big reason for supporting skinning in Collada is both the .X exporters (KW export and Panda) have bugs.

Is a B3D exporter available for Max 2010 or 2011 ?

What is the best Ogre exporter to use ? There is a OgreMax but it costs money.
by griffin2000
Mon Nov 22, 2010 8:59 pm
Forum: Off-topic
Topic: Finding decent normal-mapped, animated character...
Replies: 4
Views: 984

So that beast model works fine (with my patch from this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=42050). Here is a screen shot from the PerPixelLighting example: http://farm6.static.flickr.com/5010/5199571788_afcbcd4831_o.jpg Here is the code to load it: io::path beastPath = &q...
by griffin2000
Mon Nov 22, 2010 7:21 pm
Forum: Code Snippets
Topic: Animated tangents+binormals (and added to X Mesh Loader)
Replies: 11
Views: 3141

My reading of the code is that its an either-or thing. You can't have 2 UVs and tangents, only one or the other. That is a bit of a pain (it means you can't have lightmaps and normal-maps)
by griffin2000
Sat Nov 20, 2010 11:15 pm
Forum: Off-topic
Topic: Finding decent normal-mapped, animated character...
Replies: 4
Views: 984

xDan wrote:Would a beast do?

http://www.psionic3d.co.uk/?page_id=25
Cool. Will def try that. Though that X file has no tangents. So I'll need to add a function to add tangents to a skinned mesh.
by griffin2000
Sat Nov 20, 2010 10:50 pm
Forum: Code Snippets
Topic: Animated tangents+binormals (and added to X Mesh Loader)
Replies: 11
Views: 3141

Splendid! Going to test it asap. The collada format also contains binormal and tangent information (and there are excellent Collada exporters for most major design apps). Could you possibly also do the same for Collada (.dae) loader? That would be a great and *very* needed addition. Thanks for the ...
by griffin2000
Sat Nov 20, 2010 10:46 pm
Forum: Code Snippets
Topic: Animated tangents+binormals (and added to X Mesh Loader)
Replies: 11
Views: 3141

The following line looks suspicious: if ((tangentpos != -1 && tangentpos == 1) || (binormalpos != -1 && binormaltype == 1)) Did you want to check for tangenttype instead of 2 times for tangentpos? Indeed, well caught, should have read: if ((tangentpos != -1 && tangenttype ==...
by griffin2000
Sat Nov 20, 2010 5:57 pm
Forum: Code Snippets
Topic: Animated tangents+binormals (and added to X Mesh Loader)
Replies: 11
Views: 3141

Don't know about the fast_atof change, I don't think that is correct (as the value can't be larger than UINT_MAX), what was your reason for changing this? Ah yeah, the X loader was hitting that error case in findNextNoneWhiteSpaceNumber. If the number to be read was larger than INT_MAX (but less th...
by griffin2000
Sat Nov 20, 2010 4:49 pm
Forum: Code Snippets
Topic: Animated tangents+binormals (and added to X Mesh Loader)
Replies: 11
Views: 3141

Don't know about the fast_atof change, I don't think that is correct (as the value can't be larger than UINT_MAX), what was your reason for changing this? Ah yeah, the X loader was hitting that error case in findNextNoneWhiteSpaceNumber. If the number to be read was larger than INT_MAX (but less th...
by griffin2000
Sat Nov 20, 2010 8:33 am
Forum: Off-topic
Topic: Finding decent normal-mapped, animated character...
Replies: 4
Views: 984

Finding decent normal-mapped, animated character...

I am trying to find a decent animated, normal mapped character in 3DS max for an Irrlicht based tech demo I'm putting together. Subject isn't that important (typical game subject matter is fine, soldier, alien, zombie, whatever). Doesn't need huge range of animations (just a walk would be ok). I fig...
by griffin2000
Sat Nov 20, 2010 8:22 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 165034

Looks very cool. Apologies if I'm being dense, but how do you go about building it on Visual Studio ?

I see some CMake files further down in the source tree (in some of the sub folders of irrBullet-0.1.65\source\bheaders\Bullet\BulletCollision) but nothing in the root Source folder.
by griffin2000
Sat Nov 20, 2010 8:09 am
Forum: Bug reports
Topic: [fixed]OpenGL error with MRT...
Replies: 1
Views: 467