Search found 226 matches

by pandoragami
Wed Mar 11, 2015 10:21 am
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Re: Using GLSL to render individual pixel position on polygo

mongoose7 wrote:You can't MT creation of mesh buffers if they have unique materials, because loading textures results in a call to the GPU. You can't MT creation of nodes because they are linked, either to the SM or to a parent node you specify.

What's SM? Just for sake of reference.
by pandoragami
Wed Mar 11, 2015 1:17 am
Forum: Beginners Help
Topic: How can I communicate with my camera animator?
Replies: 7
Views: 904

Re: How can I communicate with my camera animator?

I'm just a bit unsure what these classes would look like    SceneNodeAnimatorCameraPlayer SceneNodeAnimatorCameraTravel SceneNodeAnimatorCameraPlayer   I guess you could just create a single CAMERA object that contains two animators, one for the camera and another for the player instead? And just sw...
by pandoragami
Wed Mar 11, 2015 1:12 am
Forum: Beginners Help
Topic: How can I communicate with my camera animator?
Replies: 7
Views: 904

Re: How can I communicate with my camera animator?

Your idea makes sense, but you could also wrap those constructors within that CAMERA class I showed earlier.     class CAMERA {   private:     scene::ICameraSceneNode* camera;   SceneNodeAnimatorCameraTravel* anim;     public:     CAMERA(scene::ICameraSceneNode* camera)   {     this->camera = camera...
by pandoragami
Tue Mar 10, 2015 10:28 pm
Forum: Beginners Help
Topic: How can I communicate with my camera animator?
Replies: 7
Views: 904

Re: How can I communicate with my camera animator?

Hi, I wrote a custom scene node animator for my camera for my strategy game. It can do standard stuff like translate through the WASD keys and zoom in and out. Now I would like to have a possibility to communicate with the camera through the class in which it is created (in this case main). For exa...
by pandoragami
Tue Mar 10, 2015 2:54 pm
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Re: Using GLSL to render individual pixel position on polygo

Speed is not going to be the problem for this. But it's not quite trivial. Unfortunately no time right now to explain longer - but finding the positions on the textures will be a little math. Deciding how thick to spray can be a little complicated. And deciding how to handle painting on textures wh...
by pandoragami
Mon Mar 09, 2015 10:59 pm
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Re: Using GLSL to render individual pixel position on polygo

Sorry, you are just not giving enough details to give us a clue what you try to do. Seconds... you can do build whole worlds when you have seconds to spend :-) I want to make a program that simulates graffiti murals (Jet Grind Radio type gaming), something that allows real-time spraying of random n...
by pandoragami
Mon Mar 09, 2015 8:44 pm
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Re: Using GLSL to render individual pixel position on polygo

OK, without more specific information - just draw into the texture that's on the polyon. It's not possible to say in general that this is slow or fast. If you mean draw like - a person draws with the mouse - then it's fast enough. That would be around 1/10 of a second scale with GLSL onto a texture...
by pandoragami
Mon Mar 09, 2015 8:18 pm
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Re: Using GLSL to render individual pixel position on polygo

Not my speciality, so take what I say with a grain of salt. You can set things with the precision of texture-pixels (as you can write into textures). And you could also calculate if you are at certain position on the polygon in the pixelshader and then do something special when that pixel is render...
by pandoragami
Mon Mar 09, 2015 6:44 pm
Forum: Advanced Help
Topic: Using GLSL to render individual pixel position on polygon?
Replies: 13
Views: 2100

Using GLSL to render individual pixel position on polygon?

This is more of yes or no question, I've tried searching around the internet looking for a possible method for setting an individual pixel of whatever color on a polygon face or textured face. Is it possible to do this or am I chasing a red herring?
by pandoragami
Mon Mar 09, 2015 5:48 pm
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: [SOLVED] Quad vanishes as the camera moves towards it?

Do also add the meshbuf->recalculateBoundingBox() after append and before drop. It works correct in this case, but might be wrong in other cases - so it's better to have that line as well (although we should probably rewrite append in Irrlicht to make this work always). Sounds like a good idea alth...
by pandoragami
Mon Mar 09, 2015 4:13 pm
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: Quad vanishes as the camera moves towards it?

Thanks Alien Here's the final version that works!   #include <irrlicht.h> #include <iostream>   using namespace irr;   class MyEventReceiver : public IEventReceiver { public:     // This is the one method that we have to implement     virtual bool OnEvent(const SEvent& event)     {         // Re...
by pandoragami
Mon Mar 09, 2015 3:18 pm
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: Quad vanishes as the camera moves towards it?

Backface culling is not related much to scenenode culling. Backface cullings is controlled by the material and done by the graphic-card per polygon. While scenenode culling is done per scenenode and checks if the whole node has to be rendered or not. It basically checks if any part of the node is i...
by pandoragami
Mon Mar 09, 2015 2:22 pm
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: Quad vanishes as the camera moves towards it?

Thanks for the replies so far. @CuteAlien Yes that lines works, but without it I also tried putting back the bounding box call (lines 67-70) with same result so the bounding box doesn't work as expected. I'm guessing that backface-culling won't work either. Here's the code.   #include <irrlicht.h> #...
by pandoragami
Mon Mar 09, 2015 12:33 am
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: Quad vanishes as the camera moves towards it?

I checked the nearvalue by calling

Code: Select all

 
std::cout<<cam->getNearValue()<<std::endl;
 
and I just get 1? Are these units in terms of distance from the camera or do they mean something else?
by pandoragami
Mon Mar 09, 2015 12:19 am
Forum: Beginners Help
Topic: [SOLVED] Quad vanishes as the camera moves towards it?
Replies: 17
Views: 1148

Re: Quad vanishes as the camera moves towards it?

mongoose7 wrote:Objects in front of the near plane are not displayed.
Sorry, I don't understand you, Irrlicht makes these camera problems dumbed down so folks like me can use it. Could you please elaborate?