If I create the shader material using irr::video::EVST_VS_5_0, wouldn't that use Shader Model 5.0 which has no such limitation?
Thanks for the info, will check it out.
Search found 20 matches
- Thu Aug 01, 2013 8:40 am
- Forum: Advanced Help
- Topic: Weird hlsl shader compilation problem
- Replies: 3
- Views: 26265
- Thu Aug 01, 2013 7:48 am
- Forum: Advanced Help
- Topic: Weird hlsl shader compilation problem
- Replies: 3
- Views: 26265
Weird hlsl shader compilation problem
Hello there, I'm currently working on a hardware skinning shader in my project and I have it working, but only with a weird limitation. This is the working shader: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldViewProjection; // max. number of bones static const int MAX_MATRIC...
- Wed Feb 27, 2013 6:58 pm
- Forum: Bug reports
- Topic: [fixed]OpenGL shader callback in Irrlicht 1.8
- Replies: 2
- Views: 1639
Re: OpenGL renderer in Irrlicht 1.8
Thank you very much Nadro! That certainly fixed it
- Wed Feb 27, 2013 10:41 am
- Forum: Bug reports
- Topic: [fixed]OpenGL shader callback in Irrlicht 1.8
- Replies: 2
- Views: 1639
[fixed]OpenGL shader callback in Irrlicht 1.8
Dear Irrlicht Community, We're having some problems with OpenGL shader support in the newest Irrlicht release. We are using this normal map shader for our models: http://irrlicht.sourceforge.net/forum/viewtopic.php?t=21186 We tested it with different Irrlicht versions: 1.7.2 = Shader works 1.7.3 = S...
- Tue Feb 19, 2013 7:09 pm
- Forum: Code Snippets
- Topic: LensFlareSceneNode with occlusion query
- Replies: 36
- Views: 19038
Re: LensFlareSceneNode with occlusion query
Never mind, I fixed it by changing line 42 in LensFlareSceneNode.cpp from:
to
Thanks for the contribution tbw!
Code: Select all
Material.ZBuffer = video::ECFN_NEVER;
Code: Select all
Material.ZBuffer = video::ECFN_DISABLED;
- Tue Feb 19, 2013 6:52 pm
- Forum: Code Snippets
- Topic: LensFlareSceneNode with occlusion query
- Replies: 36
- Views: 19038
Re: LensFlareSceneNode with occlusion query
I'm having difficulties getting this to work with the latest Irrlicht release. It seems the occlusion query is working fine as it provides a valid Strength with a value between 0 and 1. Perhaps the materials are messed up? It only renders the basic sun sprite. Anyone know of any significant changes ...
- Wed Mar 21, 2012 11:22 pm
- Forum: Project Announcements
- Topic: Rin's Quest [NOW AVAILABLE]
- Replies: 19
- Views: 103977
Re: Rin's Quest [NOW AVAILABLE]
I just played the Demo, it's pretty cool! I have a minor gripe though: 'There's no way to turn your hero without taking a step forward.' Personally I think I'd be nicer if you could tap an arrow key quickly for facing that way, and holding down the key to step in that direction (I recall this being ...
- Mon Mar 19, 2012 2:38 pm
- Forum: Project Announcements
- Topic: Rin's Quest [NOW AVAILABLE]
- Replies: 19
- Views: 103977
Re: Rin's Quest [NOW AVAILABLE]
Looks like fun, I really like the retro style. I'd also like to try a demo.
Very impressive, also considering it was created by a 2 man team!
Keep up the good work!
Very impressive, also considering it was created by a 2 man team!
Keep up the good work!
- Tue Mar 13, 2012 9:29 pm
- Forum: Project Announcements
- Topic: PSVSM(for XEffect)
- Replies: 11
- Views: 96636
Re: PSVSM(for XEffect)
Looks great! Any chance of making this work with latest Irrlicht 1.8 build which has IrrCg added in?
- Mon Jan 09, 2012 2:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Request: manage which passes are drawn by smgr->drawall
- Replies: 67
- Views: 14871
Re: Request: manage which passes are drawn by smgr->drawall
I second this. For us it would be a great addition to improve our code for imposter rendering and the rendering of reflecting surfaces.
And I can imagine multiple other uses for this. Good idea Hendu!
And I can imagine multiple other uses for this. Good idea Hendu!
- Wed Dec 28, 2011 10:48 pm
- Forum: Project Announcements
- Topic: Tree Scene Node v2.1
- Replies: 234
- Views: 176383
Tree Scene Node with billboard creation
Thanks for the nice implementation Klasker! I made a few changes and added an imposter billboard creation method, which works pretty well for my project. I thought i'd share it, here it is. /* Written by Asger Feldthaus February 2007 */ #ifndef _C_TREE_SCENE_NODE_H_ #define _C_TREE_SCENE_...
- Tue Dec 06, 2011 3:11 pm
- Forum: Project Announcements
- Topic: TANK@WAR
- Replies: 87
- Views: 231026
Re: TANK@WAR
Thanks RdR, that'd be great! :) Investigating the issue (mainly just judging from the error msg), it seems to be unable to cope with the multilib (32bit) gl-related stuff. I have to state again that going x86_64 will disable irrKlang as they only provide 32bit libs. That's why I switched to cAudio ...
- Mon Oct 17, 2011 4:47 pm
- Forum: Advanced Help
- Topic: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugged
- Replies: 4
- Views: 668
Re: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugg
I see, thanks for looking into this! ^^
- Mon Oct 17, 2011 1:58 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month October 2011 [Winner announced]
- Replies: 13
- Views: 8938
Re: Screenshot of the Month October 2011 [Submit now!]
Title "TANK@WAR Battle" Screenshot of TANK@WAR running Irrlicht 1.8, containing some good stuff from the Irrlicht community: - Sudis Particle Effects - Klaskers TreeSceneNode - Elvmans WaterSceneNode And Our vegetation and decal system http://tankatwar.ferket.net/wp-content/uploads/2011/10...
- Mon Oct 17, 2011 1:38 pm
- Forum: Advanced Help
- Topic: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugged
- Replies: 4
- Views: 668
Re: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugg
Thanks for the quick reply ^^ Here is the code of the test project. #include <irrlicht.h> using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; IrrlichtDevice *device; int main(){ // Create device //video::E_...