Mirrors for XEffects Reloaded v1.3:
http://www.sendspace.com/file/3rjl51l
http://www.mediafire.com/?1lfi01w6qc5f794
Search found 10 matches
- Thu Jan 12, 2012 2:42 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436537
- Tue Aug 30, 2011 5:05 pm
- Forum: Bug reports
- Topic: BillboardTextSN and position update
- Replies: 4
- Views: 482
Re: BillboardTextSN and position update
It doesn't move at all.
- Tue Aug 30, 2011 2:58 pm
- Forum: Bug reports
- Topic: BillboardTextSN and position update
- Replies: 4
- Views: 482
Re: The latest SVN bugs thread
Yes, it is in the scene and drawAll() is being called all the time. Here's how I create it: Conversation conversation; conversation.exclamationInner = smgr->addBillboardTextSceneNode(fontBig, L"!", 0, core::dimension2d<f32>(1.8f,7.5f), core::vector3df(0,0,0), -1, video::SColor(255, 255,220...
- Tue Aug 30, 2011 11:35 am
- Forum: Bug reports
- Topic: BillboardTextSN and position update
- Replies: 4
- Views: 482
BillboardTextSN and position update
I've just updated from official 1.7.2 to SVN revision 3903 and found out that now I have to call updateAbsolutePosition() for every BillboardTextSceneNode after changing it's position. I was wondering if it's a bug, or perhaps I'm just doing something wrong?
Thanks in advance.
Thanks in advance.
- Sun Feb 20, 2011 2:20 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436537
Thanks for the quick reply! For testing purpose. I restored the original EffectHandler.cpp and created a simple box mesh with a partly transparent texture only to find out that the shadow it casts is completely wrong: http://i51.tinypic.com/nobyuu.jpg Here's the code fragment: node = smgr->addAnimat...
- Sat Feb 19, 2011 9:58 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436537
I managed to get around the problem with no shadows being cast by nodes with EMT_TRANSPARENT_ALPHA_CHANNEL_REF material type in Direct3D9. To keep it short, i found the following piece of code in EffectHandler.cpp : DepthT = gpu->addHighLevelShaderMaterial( sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_...
- Sun Jan 23, 2011 12:13 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436537
Hi BlindSide , Thank you for your hard work, it really makes my game look so much better! Unfortunately, there are a few issues I couldn't solve and I was wondering if you could help me. First of all, is there a way to remove an existing ShadowLight? Since I couldn't find such a function in the Effe...
- Sun Nov 21, 2010 8:06 pm
- Forum: Beginners Help
- Topic: Strange OpenGL behaviour
- Replies: 7
- Views: 501
- Sun Nov 21, 2010 1:09 pm
- Forum: Beginners Help
- Topic: Strange OpenGL behaviour
- Replies: 7
- Views: 501
Perhaps a memory leak somewhere... Are your sure your .LIB is ok? Do you need to link all thoses? I tried removing references to <stdio.h> and <stdlib.h>, but it didn't fix the problem. Very strange. Maybe some mixup of library versions/headers? Check your include and library paths if you really li...
- Sat Nov 20, 2010 11:42 pm
- Forum: Beginners Help
- Topic: Strange OpenGL behaviour
- Replies: 7
- Views: 501
Strange OpenGL behaviour
Hi, I'm having a problem with the OpenGL renderer. I've made a program consisting of various GUI elements and it worked fine in Software mode. However, when I recently tried changing the driver type from Software to OpenGL, the app would always crash at a random point (usually after a few seconds fr...