Search found 7 matches
- Wed Oct 26, 2011 10:34 pm
- Forum: Everything 2d/3d Graphics
- Topic: Dynamic Voxel System For 3D maps, Does It Exist?
- Replies: 12
- Views: 6125
- Tue Oct 25, 2011 4:59 pm
- Forum: Advanced Help
- Topic: Setting shader constants per-scene node
- Replies: 3
- Views: 709
Re: Setting shader constants per-scene node
Yeah, it looks like I can make the LightManager work, with a little bit of work. I guess I just sort of automatically passed over the LightManager interface in my search, since what I'm trying to do isn't necessarily lighting-related. Thank you.
- Sat Oct 22, 2011 8:23 pm
- Forum: Advanced Help
- Topic: Setting shader constants per-scene node
- Replies: 3
- Views: 709
Setting shader constants per-scene node
Hi, sorry to trouble everyone again. I'm trying to figure out the best way of setting shader constants on a per-scene-node basis, rather than just per material. I searched and found http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=43936&p=251239&hilit=set+uniform+per+model#p2512...
- Wed Oct 19, 2011 11:53 pm
- Forum: Advanced Help
- Topic: Pre-multiplied Alpha
- Replies: 4
- Views: 1648
Re: Pre-multiplied Alpha
Ha ha, yeah, I was totally doing something wrong. Sorry to waste the board space. :D In the process of re-working the isometric mechanics to a hex system, I had re-written the code that queues entities and sorts them back-to-front, but forgot to clear the queues first so each frame it would just re-...
- Wed Oct 19, 2011 7:07 pm
- Forum: Advanced Help
- Topic: Pre-multiplied Alpha
- Replies: 4
- Views: 1648
Re: Pre-multiplied Alpha
It shouldn't be a halo-ing problem, since the alpha is premultiplied, so the background is black. I've built a script and deconstructed the TGA image down to 4 separate grayscales of the color channels and viewed them to ensure that they are properly pre-multiplied. Filtering doesn't seem to be the ...
- Wed Oct 19, 2011 2:52 am
- Forum: Advanced Help
- Topic: HLSL and MinGW
- Replies: 3
- Views: 618
Re: HLSL and MinGW
I am currently using a MinGW build of Irrlicht built using the instructions at that link to include D3D9 support, and I have no trouble running the samples that use shaders in either D3D or OpenGL mode. Exactly what kind of errors are you getting?
- Wed Oct 19, 2011 12:56 am
- Forum: Advanced Help
- Topic: Pre-multiplied Alpha
- Replies: 4
- Views: 1648
Pre-multiplied Alpha
I'm currently evaluating Irrlicht for the purpose of reworking my game engine back-end. The game engine is a 2D isometric with certain 3D elements, and is currently implemented directly on top of OpenGL using SFML. I'm wanting to build it on top of a more abstract interface to allow for using Direct...