Search found 1125 matches

by robmar
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...
by robmar
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?
by robmar
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
by robmar
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?
by robmar
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...
by robmar
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 ...
by robmar
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.
by robmar
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?
by robmar
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...
by robmar
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?
by robmar
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?
by robmar
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?
by robmar
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! :D
by robmar
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...
by robmar
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 ...