Search found 7 matches

by Yarcies
Tue Mar 08, 2011 10:08 pm
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 833

What are you using to model/export atm?
Blender -> Gandaldf's .b3d export -> .b3d -> Irrlicht import -> IAnimatedMesh

try another file format? A different tool? I think with Blender and Irrlicht and without any additional tools, .b3d and Gandaldf's .b3d exporter is the only sane solution if you ...
by Yarcies
Tue Mar 08, 2011 2:31 am
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 833

I tried what you suggested, sadly it didn't help... I am still stuck with the old normals as soon as update normals when animating is active.

And when I set update normals when animating to off, I got the nice recalculated normals of me again... just not updated on animation :(

Also for the ...
by Yarcies
Mon Mar 07, 2011 7:17 pm
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 833

It is some bunch of code and might also not be the most clean way to do it, but here the function recalculatesmoothnormals(). Please note it visibly perfectly gives the intended result, just without using updateNormalsWhenAnimating(false) it will revert to the OLD normals I had before I run that ...
by Yarcies
Fri Mar 04, 2011 6:49 pm
Forum: Beginners Help
Topic: Drawing to Zbuffer
Replies: 8
Views: 1937

Just render the node as usual (EMT_SOLID), except that you change the color mask to ECM_NONE.
Nice, thanks :) I will go with this approach then

If you used the transparency approach, wouldn't the node be drawn in the transparent pass? This would draw it after the other nodes. If you try drawing ...
by Yarcies
Fri Mar 04, 2011 5:24 am
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 833

Issues with applied recalculated normals being again changed

I have a skinned/animated model with hugely messed up normals (most likely some bug in the exporter or importer) after importing it into Irrlicht.

Now I have two major issues I ran into when attempting to fix this:

I wrote a little function that walks through all meshbuffers of a given animated ...
by Yarcies
Fri Mar 04, 2011 5:08 am
Forum: Beginners Help
Topic: Drawing to Zbuffer
Replies: 8
Views: 1937

While I don't know for sure, I am pretty certain that any sort of usual color masking or transparent texture will NOT cause the polygon to fill the zbuffer (since Irrlicht checks for a 0.5 alpha treshold to do that usually).

Therefore I don't think any of the usual "just make the polygon appear ...
by Yarcies
Wed Feb 23, 2011 1:54 am
Forum: Code Snippets
Topic: Light speed patches
Replies: 10
Views: 2635

Can we have the triselector patch integrated into the next Irrlicht release? It appears to be pretty vital if using many triangle selectors on many meshes.

Patching manually works but needs to be redone on every new release, so integrating this neat fix into the main engine would be awesome!