Search found 10 matches

by heda
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.
by heda
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 ...
by heda
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.
by heda
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...
by heda
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...
by heda
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!
by heda
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 :D If there's anything I can do to help or test, let me know.

Cheers,
heda
by 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...
by heda
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...
by heda
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 ...