Search found 1125 matches
- Thu Mar 26, 2015 3:16 pm
- Forum: Advanced Help
- Topic: FaceTo function that works regardless of Up
- Replies: 8
- Views: 1819
FaceTo function that works regardless of Up
getHorizontalAngle works okay until the camera is looking down, then the object starts to spin as there is no link to the actual frustum horizon... well, that's how it seems. As objects that need to face to camera move to the far right or left of the screen, they also tend to tilt. Is there any good...
- Wed Feb 11, 2015 10:23 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 241028
Re: Finally, a DirectX 10 video driver for Irrlicht
what does your project do/use that loads it so much?
- Wed Feb 11, 2015 9:36 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 241028
Re: Finally, a DirectX 10 video driver for Irrlicht
"half as fast", really? sounds like there is a lot of work to do
- Fri Jan 16, 2015 12:36 pm
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Re: Octree selector memory use
MRTs are not efficient in complex scenes though... or am I not understanding?
- Fri Jan 16, 2015 12:20 pm
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Re: Octree selector memory use
True hendu, :) Well, I still don´t think color picking will work where the textures can be any color due to reflections and lighting, unless this is some form of color picking that I´ve not heard of... This paper I referenced upload the triangle data to the GPU, and I guess that´s the best way to cr...
- Thu Jan 15, 2015 6:44 pm
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Re: Octree selector memory use
The weak point of the system is the cpu, so trying to not have it process 10s thousands of triangles to find a hit match would be good. This is from a paper on computing mesh collisions on the GPU : http://www8.cs.umu.se/education/examina/Rapporter/NilsBaeckman.pdf "Implementing and evaluating ...
- Thu Jan 15, 2015 3:48 pm
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Re: Octree selector memory use
Not possible as the colors could be anything, and are related to the colors of the fish models, which I cannot reassign.
I´m looking for a more efficient way to detect hits... there must be a better way to do this.
I´m looking for a more efficient way to detect hits... there must be a better way to do this.
- Thu Jan 15, 2015 12:22 pm
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Re: Octree selector memory use
Yes but how does that determine which sub-mesh has been touched?
- Thu Jan 15, 2015 10:52 am
- Forum: Advanced Help
- Topic: Octree selector memory use
- Replies: 12
- Views: 2215
Octree selector memory use
I´ve noticed that on large meshes when the Octree triangle selector is created, a massive list of nodes is created, and up to 4 times more memory than needed for the nesh (vertices, indices etc), is used just for the triangle selector. Is there any way to reduce that, or to make a hit selection syst...
- Wed Jan 14, 2015 9:46 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 241028
Re: Finally, a DirectX 10 video driver for Irrlicht
Great! So the RTTs work now, are they the old style or the new format?
- Wed Jan 14, 2015 1:30 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 241028
Re: Finally, a DirectX 10 video driver for Irrlicht
So... does example 13 with RTTs now work with DX11? And if so, I just download the snapshot again to test it?
- Tue Jan 13, 2015 1:37 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 241028
Re: Finally, a DirectX 10 video driver for Irrlicht
Can you allow existing apps to continue to use RenderTargets in the same manner? Or leave the older style as well as the new?
- Sun Jan 11, 2015 11:56 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 427710
Re: XEffects - Reloaded - New Release (V 1.3)
Nice looking shadows!
Yes, the light must be high or the fov very wide to cover your scene area. If you use 90 degrees then maybe your light needs to be higher, ... but of course the sun also is very high!
Yes, the light must be high or the fov very wide to cover your scene area. If you use 90 degrees then maybe your light needs to be higher, ... but of course the sun also is very high!
- Sun Jan 11, 2015 6:42 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 427710
Re: XEffects - Reloaded - New Release (V 1.3)
There is a direction flag, when set XEffects creates a light-camera orthogonal projection matrix, so I imagine its supported. The shadow map is rendered from the light position, creating a height map, when a pixel is then rendered, it looks to see if it is above or below the height of the pixel at t...
- Sun Jan 11, 2015 5:48 pm
- Forum: Advanced Help
- Topic: 3DS Loader does not smooth mesh normals?
- Replies: 20
- Views: 5599
Re: 3DS Loader does not smooth mesh normals?
Have only gone thro the obj loader so far, but the 3ds loader must use a similar process no? Not sure if I have this correct: each vertex has a normal, but when rendering pixels, we need normal to smoothly change between the vertices in the correct direction. So recalculating the normal... now does ...