Search found 22 matches
- Mon Oct 24, 2011 10:59 pm
- Forum: Advanced Help
- Topic: 16 textures
- Replies: 3
- Views: 772
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); ...
- Wed Dec 01, 2010 7:48 am
- Forum: Open Discussion and Dev Announcements
- Topic: Mmm.. spherical harmonix?
- Replies: 14
- Views: 3329
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...
- Tue Nov 30, 2010 9:57 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Mmm.. spherical harmonix?
- Replies: 14
- Views: 3329
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...
- Tue Nov 30, 2010 2:30 am
- Forum: Beginners Help
- Topic: Best animated mesh format...
- Replies: 2
- Views: 549
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...
- Wed Nov 24, 2010 2:01 am
- Forum: Advanced Help
- Topic: Collada Animation support
- Replies: 22
- Views: 7072
- Mon Nov 22, 2010 8:59 pm
- Forum: Off-topic
- Topic: Finding decent normal-mapped, animated character...
- Replies: 4
- Views: 1008
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...
- Mon Nov 22, 2010 7:21 pm
- Forum: Code Snippets
- Topic: Animated tangents+binormals (and added to X Mesh Loader)
- Replies: 11
- Views: 3216
- Sat Nov 20, 2010 11:15 pm
- Forum: Off-topic
- Topic: Finding decent normal-mapped, animated character...
- Replies: 4
- Views: 1008
- Sat Nov 20, 2010 10:50 pm
- Forum: Code Snippets
- Topic: Animated tangents+binormals (and added to X Mesh Loader)
- Replies: 11
- Views: 3216
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 ...
- Sat Nov 20, 2010 10:46 pm
- Forum: Code Snippets
- Topic: Animated tangents+binormals (and added to X Mesh Loader)
- Replies: 11
- Views: 3216
- Sat Nov 20, 2010 5:57 pm
- Forum: Code Snippets
- Topic: Animated tangents+binormals (and added to X Mesh Loader)
- Replies: 11
- Views: 3216
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...
- Sat Nov 20, 2010 4:49 pm
- Forum: Code Snippets
- Topic: Animated tangents+binormals (and added to X Mesh Loader)
- Replies: 11
- Views: 3216
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...
- Sat Nov 20, 2010 8:33 am
- Forum: Off-topic
- Topic: Finding decent normal-mapped, animated character...
- Replies: 4
- Views: 1008
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...
- Sat Nov 20, 2010 8:22 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 170191
- Sat Nov 20, 2010 8:09 am
- Forum: Bug reports
- Topic: [fixed]OpenGL error with MRT...
- Replies: 1
- Views: 493
FYI added this to bug tracker:
http://sourceforge.net/tracker/?func=de ... tid=540676
http://sourceforge.net/tracker/?func=de ... tid=540676