Search found 10 matches
- Wed Oct 02, 2013 7:40 am
- Forum: Beginners Help
- Topic: Irrlicht and closed source Blending/Warping software
- Replies: 2
- Views: 393
Re: Irrlicht and closed source Blending/Warping software
Thanks for the confirmation, I'll contact the manufacturer.
- Tue Oct 01, 2013 2:03 pm
- Forum: Beginners Help
- Topic: Irrlicht and closed source Blending/Warping software
- Replies: 2
- Views: 393
Irrlicht and closed source Blending/Warping software
Hi, I am trying to integrate a closed source piece of software that sets the view and projection matrices, and is capable of edge blending and warping images using shaders in order to have a large number of projectors produce a nicely aligned image with the correct perspective. Setting the view and ...
- Tue Oct 09, 2012 9:40 pm
- Forum: Bug reports
- Topic: Incorrect bounding box of directional light
- Replies: 2
- Views: 662
Re: Incorrect bounding box of directional light
Yeah, 1.7.3 contains exactly the same code.
- Thu Oct 04, 2012 3:45 pm
- Forum: Bug reports
- Topic: Incorrect bounding box of directional light
- Replies: 2
- Views: 662
Incorrect bounding box of directional light
Hi there, I am using Irrlicht 1.8.0-alpha, SVN 4306. While playing with the bounding box of directional lights, which are actually lines from the position of the light in the direction of the light, I noticed that they were pointing in the wrong direction. This is caused by the fact that the directi...
- Tue Sep 11, 2012 9:46 am
- Forum: Bug reports
- Topic: setViewPort() and setRenderTarget()
- Replies: 4
- Views: 1893
setViewPort() and setRenderTarget()
Hi there, I've been trying to get my code up and running with irrlicht-1.8.0-alpha (rev4306) and I noticed a small difference compared to irrlicht 1.7.3 in the void COpenGLDriver::setViewPort(const core::rect<s32>& area) function that prevents me from using multiple viewports in combination with...
- Tue Aug 21, 2012 12:14 pm
- Forum: Advanced Help
- Topic: Real Motion Blur PS problem
- Replies: 10
- Views: 2665
Re: Real Motion Blur PS problem
Sorry to dig up such an old post, but I am experiencing exactly the same problems. Did you, or anyone else, manage to get the GPU Gems 3, Chap 27 motion blur shader to work with Irrlicht? I am very curious how! Thanks!
- Fri Jul 20, 2012 11:24 am
- Forum: Bug reports
- Topic: [fixed]Unexpected clipping with setPosition and setClipPlane
- Replies: 6
- Views: 1381
Re: Unexpected clipping when using setPosition and setClipPl
I've tested with four simultaneous viewports and moving cameras, and everything behaves beautifully If there's anything I can do to help or test, let me know.
Cheers,
heda
Cheers,
heda
- Wed Jul 18, 2012 9:54 am
- Forum: Bug reports
- Topic: [fixed]Unexpected clipping with setPosition and setClipPlane
- Replies: 6
- Views: 1381
Re: Unexpected clipping when using setPosition and setClipPl
Thanks for the answer, I looked into the clipping problem a bit better and I noticed in COpenGLDriver.cpp that the clipping plane is updated after the GL_MODELVIEW matrix is set in setTransform(): void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) { Ma...
- Tue Jul 17, 2012 2:29 pm
- Forum: Bug reports
- Topic: [fixed]Unexpected clipping with setPosition and setClipPlane
- Replies: 6
- Views: 1381
Re: Unexpected clipping when using setPosition and setClipPl
It appears that this is a known issue with the OpenGL implementation, see this post: http://irrlicht.sourceforge.net/forum/viewtopic.php?t=30776 But so far I didn't find a proposed solution. A workaround is to adjust the positions of the vertices in the meshbuffer manually like this: for (u32 cntr...
- Mon Jul 16, 2012 4:04 pm
- Forum: Bug reports
- Topic: [fixed]Unexpected clipping with setPosition and setClipPlane
- Replies: 6
- Views: 1381
[fixed]Unexpected clipping with setPosition and setClipPlane
Hi there, When I position a node, which has it's origin at (0.0, 0.0, 0.0) at distance of -10 in the x direction: IAnimatedMesh* mesh = smgr->getMesh("tree.3ds"); ISceneNode* tree = smgr->addMeshSceneNode(mesh->getMesh(0)); tree->setPosition(core::vector3df(-10.0, 0.0, 0.0)); and when ...