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?
Search found 1125 matches
- Fri May 29, 2015 8:22 am
- Forum: Project Announcements
- Topic: SPARK open-source advanced particle engine
- Replies: 104
- Views: 58189
- 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...
- 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...
- 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?
Would that prevent nodes that were outside that zoomed area from being rendered, or would that need an adjusted clipping area?
- 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...
- 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?
- 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...
- 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...
- 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.
- 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.
I could start doing some testing until the official version is ready.
- 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.
- 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?
- 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.
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.
- 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! ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
- 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...