Search found 70 matches

by user-r3
Sun Oct 19, 2014 11:51 am
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 121255

Re: irrNetLite 2.1 [BETA]

Hello, I noticed a ... problem? with irrnetlite recently, after some debugging and checking (and stuff...) While checking for perfomance issues I noticed that my FPS seems to stall at about 50, while my CPU is only at 10-15% (as I'm using a quad-core and quad-thread CPU it should be at 25% if one co...
by user-r3
Sun Sep 21, 2014 10:43 am
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

Re: [GLSL][noob] help needed getting started with shaders

Thanks guys :D
With split faces it looks more like what I had in mind :)

If you can spot any problems on these screens below please tell me, otherwise I'll mark this topic as solved and proceed in figuring out stuff in shaders :lol:

Image
by user-r3
Sun Sep 21, 2014 10:18 am
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

Re: [GLSL][noob] help needed getting started with shaders

THANK YOU! Pretty much: I'm dumb. :lol: I thought of the normals as face normals and in this situation everything would be fine. But I didn't think it through really: VERTEX Shader gives VERTEX normals for interpolation... As I have vertices that have 2 (or more) faces (or actually edges) attached t...
by user-r3
Sat Sep 20, 2014 11:34 pm
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

Re: [GLSL][noob] help needed getting started with shaders

I tried again with a much simpler object and with both the light and the object placed on 0/0/0, to reduce error sources. I think the explanations on the picture tells you my problem, thanks :) EDIT: The blue lines pointing inwards on the first picture are the normals of the faces. In case of not be...
by user-r3
Sat Sep 20, 2014 10:25 am
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

Re: [GLSL][noob] help needed getting started with shaders

Thanks for your reply :) 1) Could you tell me which irrLicht matrices "link to" the correct GL matrices? in irrLicht we seem to call for matrices like ETS_VIEW, ETS_WORLD, ETS_PROJECTION, so these are equal to the View, Model(?) and Projection matrices? :) 2) Thanks for the information :) ...
by user-r3
Fri Sep 19, 2014 3:15 pm
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

Re: [GLSL][noob] help needed getting started with shaders

Thanks for your reply :) I want to say that I am really new to matrices too. I read a bit about what they are used for and how you can multiply matrices with each other but I don't really understand what each of the matrices do and which opengl matrices are equal to which irrlicht matrices. 1) I'm p...
by user-r3
Fri Sep 19, 2014 12:04 pm
Forum: Advanced Help
Topic: [GLSL][solved] help needed getting started with shaders
Replies: 9
Views: 1333

[GLSL][solved] help needed getting started with shaders

First of all: Sorry for this potentially nooby question, but I just entered the world of shaders (GLSL), which is completely new to me and introduced me to new things like matrices. I updated this topic as I stumbled from one problem into another :lol: I now think I got the correct normals normal = ...
by user-r3
Tue May 06, 2014 1:27 pm
Forum: Beginners Help
Topic: Model Animation breaks when switching to EJUOR_CONTROL
Replies: 7
Views: 607

Re: Model Animation breaks when switching to EJUOR_CONTROL

Irrlicht cannot support *translation* of bones, only rotation. That is, bones connect to bones connect to root. Thanks, this reply is indeed really helpful :) I'm just wondering why you still need EJUOR_CONTROL joint mode since Irrlicht can play your animations made with Blender :) I want to blend ...
by user-r3
Sat Apr 26, 2014 2:15 pm
Forum: Beginners Help
Topic: Model Animation breaks when switching to EJUOR_CONTROL
Replies: 7
Views: 607

Re: Model Animation breaks when switching to EJUOR_CONTROL

Thanks for the reply, but what format do you recommend? I just tried the Blender .x exporter: exporting without bones and animation stuff works, but this doesn't help me at all. exporting with bones and stuff, I get similar results to my B3D mesh (just upside down^^) Exporting as .ms3d creates a str...
by user-r3
Fri Apr 25, 2014 3:33 pm
Forum: Beginners Help
Topic: Model Animation breaks when switching to EJUOR_CONTROL
Replies: 7
Views: 607

Model Animation breaks when switching to EJUOR_CONTROL

Hey guys, sorry if this topic/question/problem is stupid, but I've been sitting here for days and have no idea what I'm doing wrong and what I can do to fix it, so I figured I'll better ask here :D What I'm doing: Create Human Model in Makehuman export to Blender Load in Blender export as B3D (no ma...
by user-r3
Wed Apr 09, 2014 11:51 am
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53885

Re: irrRenderer 1.0

Hello again, after using your renderer for some time I've come up with some stuff, in case you think of further developing it. (And if you need help (as in: more people working on it) - write a tutorial for me (and possibly others) to fully understand your library and also understand your shaders :w...
by user-r3
Fri Apr 04, 2014 4:16 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53885

Re: irrRenderer 1.0

Great commit, now it works :D

And looks awesome... well if I had nice normalmaps it would look awesome, but the effect is great :)

Thanks, I wish I had the skills to contribute to this project (in case you need help) as this is just epic imho :)
by user-r3
Fri Apr 04, 2014 2:05 pm
Forum: Project Announcements
Topic: SmartBody - a character animation engine for Irrlicht
Replies: 57
Views: 28172

Re: SmartBody - a character animation engine for Irrlicht

Ah, nice, I will try the irrLicht example and play around a bit and publish my experiences here, when they are settled :)
by user-r3
Fri Apr 04, 2014 2:04 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53885

Re: irrRenderer 1.0

I'll check on this, but the fact that the tangent is approximated (probably not in a completely mathematically correct fashion) in code should be kept in mind. Thanks, if you could build a very simple example of irrRenderer, only with a cube or something, as an animated mesh, with a normal texture,...
by user-r3
Fri Apr 04, 2014 10:11 am
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53885

Re: irrRenderer 1.0

There is a normal map material for animated meshes, see http://www.fi.muni.cz/~xkrupick/irr/doc/structirr_1_1video_1_1_s_materials.html#af80a44a9682f8dd7cc5e0fe22b4d2444 Well... thanks, but in this case I have no idea how to use it... :lol: I load the normalmap in the texturelayer 1 like this: node...