![Smile :)](./images/smilies/icon_smile.gif)
Search found 90 matches
- Wed Sep 04, 2013 9:56 pm
- Forum: Beginners Help
- Topic: [SOLVED] Play animation only once
- Replies: 2
- Views: 484
Re: Play animation only once
Thank you that was what I was looking for ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- Wed Sep 04, 2013 6:35 pm
- Forum: Beginners Help
- Topic: [SOLVED] Play animation only once
- Replies: 2
- Views: 484
[SOLVED] Play animation only once
Hi, as the title says I would like to play an animation of an object only once. I know I could check the time passed after the animation started and stop it after a certain time passed, or get the current frame of the animation and as soon as the mesh reaches a certain frame, stop the animation. But...
- Wed Sep 04, 2013 6:25 pm
- Forum: Beginners Help
- Topic: blanders refraction doen't work
- Replies: 5
- Views: 583
Re: blanders refraction doen't work
Yes you are right, thats how the example works.
The problem is that the game slows down terribly with two draw calls.
Maybe it would be no problem with hardware skinning, but as long as this doesn't work with opengl in Linux I can't use it.
The problem is that the game slows down terribly with two draw calls.
Maybe it would be no problem with hardware skinning, but as long as this doesn't work with opengl in Linux I can't use it.
- Wed Sep 04, 2013 6:20 pm
- Forum: Advanced Help
- Topic: [SOLVED]access material flags in glsl
- Replies: 7
- Views: 1030
Re: access material flags in glsl
Nice, thank you for your answers, it works great now ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- Thu Aug 29, 2013 5:03 am
- Forum: Advanced Help
- Topic: [SOLVED]access material flags in glsl
- Replies: 7
- Views: 1030
Re: access material flags in glsl
Ok so you mean that I can somehow distinguish between the different rendered objects in this callback? And depending on which object it is, i set the variable? Because I really dont know how to get the object which is just rendered. So if I have 3 cubes and want them to look all different but with t...
- Thu Aug 29, 2013 3:29 am
- Forum: Beginners Help
- Topic: blanders refraction doen't work
- Replies: 5
- Views: 583
Re: blanders refraction doen't work
Thank you for your answer,
I found this nice tutorial http://irrlicht.sourceforge.net/forum/v ... hp?t=27054
but there I have to do 2 draw calls and well thats no option in a strategy game![Smile :)](./images/smilies/icon_smile.gif)
Maybe do you know a good alternative?
Thanks and best regards
Ritti
I found this nice tutorial http://irrlicht.sourceforge.net/forum/v ... hp?t=27054
but there I have to do 2 draw calls and well thats no option in a strategy game
![Smile :)](./images/smilies/icon_smile.gif)
Maybe do you know a good alternative?
Thanks and best regards
Ritti
- Wed Aug 28, 2013 5:40 pm
- Forum: Beginners Help
- Topic: blanders refraction doen't work
- Replies: 5
- Views: 583
blanders refraction doen't work
Hi, to be more specific, I'm trying to make a glass model with refraction. If I look through this model, all that whats behind it should be distorted (as I look through a glass of water), but thats not the case. What I did: a sphere in blender with transparent material, and changed the IOR value to ...
- Wed Aug 28, 2013 3:23 pm
- Forum: Advanced Help
- Topic: [SOLVED]access material flags in glsl
- Replies: 7
- Views: 1030
Re: access material flags in glsl
Thank you for your reply,
but if I have multiple objects, how can I set a uniform between the rendering of the first object, and the second one?
There isn't any place in the code that says, render object1, render object2, render object3 and so on
Do you know what I mean?
Best regards
Ritti
but if I have multiple objects, how can I set a uniform between the rendering of the first object, and the second one?
There isn't any place in the code that says, render object1, render object2, render object3 and so on
Do you know what I mean?
Best regards
Ritti
- Fri Aug 09, 2013 5:43 pm
- Forum: Advanced Help
- Topic: [SOLVED]access material flags in glsl
- Replies: 7
- Views: 1030
[SOLVED]access material flags in glsl
Hiho everybody, as the title says, I'm trying to access material flags in my opengl shader. The reason why I'm trying this is as follows: I have a shader for making an effect from completely invisible --> transparent --> visible for multiple objects. But now I want to use the same shader for the inv...
- Mon Jul 29, 2013 11:47 pm
- Forum: Beginners Help
- Topic: [SOLVED] mesh dirsortion
- Replies: 0
- Views: 438
[SOLVED] mesh dirsortion
Hi everybody, I try to deform a mesh but I don't know where to start. What I want to acchieve is, scaling a mesh in one direction, but without changing the starting point of it. For better understanding, here a litte example. I have a unit with a special ability (eg. a rocket). And for showing the p...
- Mon Jul 29, 2013 4:43 pm
- Forum: Beginners Help
- Topic: [SOLVED] black models with setAmbientLight
- Replies: 9
- Views: 924
Re: black models with setAmbientLight
Yes but without success. Could this be because of the .obj format? I tried b3d too but it didn't change anything Edit: Ok the mesh seems to work now, I recreated it and can load it in the Meshviewer (I removed first the lights, and set useLights=true) from the examples. But If I want to load it in m...
- Mon Jul 29, 2013 4:08 pm
- Forum: Beginners Help
- Topic: [SOLVED] black models with setAmbientLight
- Replies: 9
- Views: 924
Re: black models with setAmbientLight
Oh yes you are right, I posted the wrong line as I was playing around with the valies :) But it doesn't work neither with SColorf(1.0f,1.0f,1.0f,1.0f) Edit: I just tryed to import dwarf from the irrlicht media folder, and Its not completly black. Its a little dark but I can see the texture, so I ass...
- Mon Jul 29, 2013 2:39 pm
- Forum: Beginners Help
- Topic: [SOLVED] black models with setAmbientLight
- Replies: 9
- Views: 924
Re: black models with setAmbientLight
What do you mean with set an ambient value on the material?
I tried to set ambient Color in Blender to white, and in Irrlicht
but without success. Is this what you mean?
Thanks and best regards
Ritti
I tried to set ambient Color in Blender to white, and in Irrlicht
Code: Select all
node->getMaterial(0).AmbientColor = video::SColor(255, 255, 255, 255);
Thanks and best regards
Ritti
- Mon Jul 29, 2013 1:44 pm
- Forum: Beginners Help
- Topic: [SOLVED] black models with setAmbientLight
- Replies: 9
- Views: 924
Re: black models with setAmbientLight
Well, I have textured models, and If i apply a light, I can see the models with textures. So I can assume that the textures are loaded properly.
Maybe there is another reason why they are black?
Maybe there is another reason why they are black?
- Mon Jul 29, 2013 3:04 am
- Forum: Beginners Help
- Topic: [SOLVED] black models with setAmbientLight
- Replies: 9
- Views: 924
[SOLVED] black models with setAmbientLight
Hiho, as the title says, I have black models if I use smgr->setAmbientLight(video::SColor(255,255,255,255)); Do I need to add additional lights? I thought the ambient light would do the work. Or am I missing something other? If yes, what would be the best way to acchieve an appropriate light behavio...