this is my code
the effect is so good,
but when the node moved is error,
why? please help me.
///////////////////////////////////////////////////////////////////////////////////
IAnimatedMesh* mesh = smgr->getMesh("body.b3d");
IAnimatedMeshSceneNode* snode = smgr->addAnimatedMeshSceneNode( mesh ...
Search found 6 matches
- Mon Jan 17, 2011 2:34 pm
- Forum: Project Announcements
- Topic: BlindSide's HLSL Shader Pack
- Replies: 24
- Views: 11378
- Sat Dec 25, 2010 2:08 pm
- Forum: Beginners Help
- Topic: irrlicht 1.72 color is error
- Replies: 6
- Views: 680
- Fri Dec 24, 2010 3:12 pm
- Forum: Advanced Help
- Topic: [Solved!] Highlights in wrong places.
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- Fri Dec 24, 2010 12:30 pm
- Forum: Beginners Help
- Topic: irrlicht 1.72 color is error
- Replies: 6
- Views: 680
irrlicht 1.72 color is error
In 1.4.2 the color is right,but in 1.7.2 color is error
please help me
my code
IAnimatedMesh* mesh = smgr->getMesh("body.b3d");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING ...
please help me
my code
IAnimatedMesh* mesh = smgr->getMesh("body.b3d");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING ...
- Mon Dec 20, 2010 9:54 am
- Forum: Advanced Help
- Topic: car paint glsl error material is gone
- Replies: 2
- Views: 810
- Thu Dec 16, 2010 9:23 am
- Forum: Advanced Help
- Topic: car paint glsl error material is gone
- Replies: 2
- Views: 810
car paint glsl error material is gone
car paint glsl error
material is gone ,is black
this is my shader coder
the shader is copy from "Dual Tone Car Shader With Fresnel And Sphere Mapping By Omaremad "
//Vertex shader
uniform vec3 fvLightPosition;
uniform vec3 fvEyePosition;
varying vec2 Texcoord;
varying vec3 ViewDirection ...
material is gone ,is black
this is my shader coder
the shader is copy from "Dual Tone Car Shader With Fresnel And Sphere Mapping By Omaremad "
//Vertex shader
uniform vec3 fvLightPosition;
uniform vec3 fvEyePosition;
varying vec2 Texcoord;
varying vec3 ViewDirection ...