Search found 20 matches

by Erelas
Thu Aug 01, 2013 8:40 am
Forum: Advanced Help
Topic: Weird hlsl shader compilation problem
Replies: 3
Views: 26225

Re: Weird hlsl shader compilation problem

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.
by Erelas
Thu Aug 01, 2013 7:48 am
Forum: Advanced Help
Topic: Weird hlsl shader compilation problem
Replies: 3
Views: 26225

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...
by Erelas
Wed Feb 27, 2013 6:58 pm
Forum: Bug reports
Topic: [fixed]OpenGL shader callback in Irrlicht 1.8
Replies: 2
Views: 1615

Re: OpenGL renderer in Irrlicht 1.8

Thank you very much Nadro! That certainly fixed it :D
by Erelas
Wed Feb 27, 2013 10:41 am
Forum: Bug reports
Topic: [fixed]OpenGL shader callback in Irrlicht 1.8
Replies: 2
Views: 1615

[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...
by Erelas
Tue Feb 19, 2013 7:09 pm
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 18261

Re: LensFlareSceneNode with occlusion query

Never mind, I fixed it by changing line 42 in LensFlareSceneNode.cpp from:

Code: Select all

Material.ZBuffer = video::ECFN_NEVER;
to

Code: Select all

Material.ZBuffer = video::ECFN_DISABLED;
Thanks for the contribution tbw! :D
by Erelas
Tue Feb 19, 2013 6:52 pm
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 18261

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 ...
by Erelas
Wed Mar 21, 2012 11:22 pm
Forum: Project Announcements
Topic: Rin's Quest [NOW AVAILABLE]
Replies: 19
Views: 103426

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 ...
by Erelas
Mon Mar 19, 2012 2:38 pm
Forum: Project Announcements
Topic: Rin's Quest [NOW AVAILABLE]
Replies: 19
Views: 103426

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!
by Erelas
Tue Mar 13, 2012 9:29 pm
Forum: Project Announcements
Topic: PSVSM(for XEffect)
Replies: 11
Views: 96492

Re: PSVSM(for XEffect)

Looks great! Any chance of making this work with latest Irrlicht 1.8 build which has IrrCg added in?
by Erelas
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: 14002

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!
by Erelas
Wed Dec 28, 2011 10:48 pm
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 172475

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_...
by Erelas
Tue Dec 06, 2011 3:11 pm
Forum: Project Announcements
Topic: TANK@WAR
Replies: 87
Views: 229614

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 ...
by Erelas
Mon Oct 17, 2011 4:47 pm
Forum: Advanced Help
Topic: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugged
Replies: 4
Views: 643

Re: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugg

I see, thanks for looking into this! ^^
by Erelas
Mon Oct 17, 2011 1:58 pm
Forum: Competition Time!
Topic: Screenshot of the Month October 2011 [Winner announced]
Replies: 13
Views: 8830

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...
by Erelas
Mon Oct 17, 2011 1:38 pm
Forum: Advanced Help
Topic: Irrlicht 1.8 - IBillboardTextSceneNode relative pos bugged
Replies: 4
Views: 643

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_...