Search found 1125 matches

by robmar
Fri May 29, 2015 8:22 am
Forum: Project Announcements
Topic: SPARK open-source advanced particle engine
Replies: 104
Views: 58189

Re: SPARK open-source advanced particle engine

Trying to download spark2 from https://svn.code.sf.net/p/sparkengine/c ... _pipeline/

Created a folded, asked Tortoise to import the files, but then Sourceforge asks for login credentials.

Anyone know what the login is?
by robmar
Sun May 03, 2015 2:45 pm
Forum: Advanced Help
Topic: Rendering a scene cross two computers
Replies: 15
Views: 2637

Re: Rendering a scene cross two computers

Got it! Sorry for my neurons, they are not very fast with 3D math :oops: So the new frustum then covers the left or right side of the original "full" frustum, the camera is in the same spot, so the half rendered would be identical to the half that would be rendered by the original unmodifi...
by robmar
Sun May 03, 2015 6:59 am
Forum: Advanced Help
Topic: Rendering a scene cross two computers
Replies: 15
Views: 2637

Re: Rendering a scene cross two computers

The problem is that if the frustum is adjusted the effective half/quarter part of the image rendered will be different to the same part of the screen created when using one larger frustum a the camera to objects "perspective" changes. As devsh mentioned, the 2D transform allows a zoom-up o...
by robmar
Fri May 01, 2015 7:03 pm
Forum: Advanced Help
Topic: Rendering a scene cross two computers
Replies: 15
Views: 2637

Re: Rendering a scene cross two computers

So a 2D transform on the projection matrix, effectively zooming in on any area? Sounds so simple like that.

Would that prevent nodes that were outside that zoomed area from being rendered, or would that need an adjusted clipping area?
by robmar
Wed Apr 29, 2015 10:45 am
Forum: Advanced Help
Topic: Rendering a scene cross two computers
Replies: 15
Views: 2637

Re: Rendering a scene cross two computers

The problem as I see it is to have a frustum cut in half so to say, yet with the camera centered on the right-side centre, to obtain an exact half-screen render... if you follow me, i.e. half of the render achieved with the same camera pos and target, and with normal frustum. I think that if I creat...
by robmar
Wed Apr 29, 2015 7:07 am
Forum: Advanced Help
Topic: Rendering a scene cross two computers
Replies: 15
Views: 2637

Re: Rendering a scene cross two computers

Yes but that causes extra work, which I am trying to avoid. Is there an efficient way just to render the objects in the exact left or right half of the screen, or in fact quadrants?
by robmar
Fri Apr 24, 2015 9:02 am
Forum: Advanced Help
Topic: TransparentNodeList.sort issue related to reflective planes
Replies: 4
Views: 1446

Re: TransparentNodeList.sort issue related to reflective pla

I've just modified drawAll to find and render the transparent water surface first, then render the remaining transparent objects, and that's solved the issue. Of course there is a slight overhead on drawing now, but I guess its not going to impact framerate, not even with 100 transparent objects, so...
by robmar
Fri Apr 24, 2015 1:55 am
Forum: Advanced Help
Topic: TransparentNodeList.sort issue related to reflective planes
Replies: 4
Views: 1446

TransparentNodeList.sort issue related to reflective planes

Reflective surface/water nodes with a transparent wave mesh suffer a problem when transparent nodes are placed above their surface. This occurs because in drawAll a sort is used to render the furthest away transparent objects first, based on camera distance. The problem is that the water surfaces ar...
by robmar
Thu Apr 23, 2015 6:11 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 240987

Re: Finally, a DirectX 10 video driver for Irrlicht

Went back 4 pages, Nadro listed the pipeline download link, but there are a lot of bug reports from then til now.
by robmar
Wed Apr 22, 2015 7:14 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 240987

Re: Finally, a DirectX 10 video driver for Irrlicht

Sounds good, do you have your version packaged up for easy install along with Irrlicht and a working sample or two?

I could start doing some testing until the official version is ready.
by robmar
Mon Apr 20, 2015 11:40 pm
Forum: Bug reports
Topic: [fixed]Cameras showing up in collisions
Replies: 21
Views: 3018

Re: [fixed]Cameras showing up in collisions

Thanks, I'm still using 1.7.3 so I'll just patch in those changes for now.
by robmar
Mon Apr 20, 2015 2:17 pm
Forum: Bug reports
Topic: [fixed]Cameras showing up in collisions
Replies: 21
Views: 3018

Re: [fixed]Cameras showing up in collisions

Okay, that sounds good. I always have a problem finding these patches in the SVN, its like a back hole for me! Any chance of a link to the new source?
by robmar
Mon Apr 20, 2015 12:44 pm
Forum: Bug reports
Topic: [fixed]Cameras showing up in collisions
Replies: 21
Views: 3018

Re: [fixed]Cameras showing up in collisions

So IYO the correct solution is to add the function isVisible to ICameraSceneNode so that it simply returns false?

I had changed the ISceneNode root class function to check if it was a camera node, but then that impacts all classes derived from it, which is a slight extra overhead on all nodes.
by robmar
Mon Apr 20, 2015 8:15 am
Forum: Bug reports
Topic: [fixed]Cameras showing up in collisions
Replies: 21
Views: 3018

Re: [fixed]Cameras showing up in collisions

That would work, but a bit of a hack! ;)
by robmar
Sun Apr 19, 2015 5:21 pm
Forum: Bug reports
Topic: [fixed]Cameras showing up in collisions
Replies: 21
Views: 3018

Re: [no bug]ISceneNode:: isVisible returning true for camera

I call getSceneNodeFromScreenCoordinatesBB(), that function then calls another ending in BB which hits the camera. I tried to hit the skydome but tracing through found that it has no bounding box. The idea is to be able to detect whatever object was hit. Why would a camera without geometry have a bo...