Use 2 shaders, one that use the cube's texture, other use some other colour to render the cube.
Change the shader of the cube whenever you need.
Search found 66 matches
- Fri Mar 27, 2015 11:19 am
- Forum: Advanced Help
- Topic: hide texture
- Replies: 6
- Views: 1277
- Thu Mar 05, 2015 3:28 pm
- Forum: Code Snippets
- Topic: EAGLContext Memory Leak Fix for OpenGLES2.0 iOS
- Replies: 0
- Views: 2081
EAGLContext Memory Leak Fix for OpenGLES2.0 iOS
In my project's case i need to constantly create and delete irrlicht device,i.e to call 'device' = CreatDevice() and to dealloc the 'device', frequently. I got a memory leak of 0.6 MB when ever i create and delete the device. Fixed the leak with few changes,
Add the lines that starts with + symbol ...
Add the lines that starts with + symbol ...
- Sat Feb 21, 2015 12:07 pm
- Forum: Advanced Help
- Topic: collision
- Replies: 3
- Views: 1136
Re: collision
Loop the above code by hiding the node collided with ray until you receive null for 'selectedSceneNode1'.
firstEntry = true
while(selectedSceneNode1 || firstEntry) {
if(firstEntry == false){
selectedSceneNode1->setVisible(false);
// store 'selectedSceneNode1' in any containers to reset its ...
firstEntry = true
while(selectedSceneNode1 || firstEntry) {
if(firstEntry == false){
selectedSceneNode1->setVisible(false);
// store 'selectedSceneNode1' in any containers to reset its ...
- Mon Dec 08, 2014 9:29 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Y Irrlicht does't have CallBack(setting uniforms) for nodes?
- Replies: 5
- Views: 5186
Re: Y Irrlicht does't have CallBack(setting uniforms) for no
Ok it is fine. During the shadercallback irrlicht first calls OnSetMaterial(SMaterial &material) and then calls OnSetConstant(..). So we can use material parameter in OnSetMaterial(..) to identify the node and set the properties according to that.
Thank you.
Thank you.
- Sun Dec 07, 2014 8:03 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Y Irrlicht does't have CallBack(setting uniforms) for nodes?
- Replies: 5
- Views: 5186
Re: Y Irrlicht does't have CallBack(setting uniforms) for no
Oh sorry, I have made a mistake in my question statement 1) In Irrlicht we can not use a common callback class for all the Nodes[A1...An], because each nodes have different properties/uniforms to pass to shaders.
Edited the statement to 1) In Irrlicht we can not use a common callback class for all ...
Edited the statement to 1) In Irrlicht we can not use a common callback class for all ...
- Sat Dec 06, 2014 12:42 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Y Irrlicht does't have CallBack(setting uniforms) for nodes?
- Replies: 5
- Views: 5186
Y Irrlicht does't have CallBack(setting uniforms) for nodes?
Would't it be efficient if irrlicht has ShaderCallBacks for Nodes rather than for MaterialRenderers ?
Consider this case: Nodes [A1,A2.....An] want to use single shader and different callback classes (for setting the node properties/uniforms). For loading the shader in irrlicht we need to pass the ...
Consider this case: Nodes [A1,A2.....An] want to use single shader and different callback classes (for setting the node properties/uniforms). For loading the shader in irrlicht we need to pass the ...
- Mon Dec 01, 2014 6:21 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
Ok. I will try it once again and report the result.
- Fri Nov 28, 2014 5:55 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
iPad4 (Retina) and simulators for iPhone6+,iPhone6.
- Wed Nov 26, 2014 11:46 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
GL_MULTISAMPLE is not enabled for opengles2.0, so it is throwing error. Any other way ?
- Wed Nov 26, 2014 4:58 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
Thanks nadro, I followed the steps which is given in the link exactly, but did't find any change in rendering quality. Even tried various sampling values but no use, i might've missed something. Will produce the code after fixing the issue.
- Fri Nov 21, 2014 6:12 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
Yes For IOS platform.
- Thu Nov 20, 2014 9:36 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Re: Antialias Support in Irrlicht opengles2.0 ?
Thanks Nadro. Any clues on fixing this issue ?
- Thu Nov 20, 2014 7:20 am
- Forum: Advanced Help
- Topic: Antialias Support in Irrlicht opengles2.0 ?
- Replies: 13
- Views: 2183
Antialias Support in Irrlicht opengles2.0 ?
Does irrlicht opengles2.0 supports antialiasing ? While creating the device (creatdevice(Param)) i have tested with the param.AntiAlias values, did't find any change in the aliasing issue. Can anyone suggest the right way to achieve this in irrlicht opengles 2.0 ?
- Fri Nov 14, 2014 6:49 am
- Forum: Code Snippets
- Topic: Clear Shader memory
- Replies: 2
- Views: 1707
Re: Remove Shader memory
yes you are right, we can edit these methods depending on our convenience.
- Wed Nov 12, 2014 12:17 pm
- Forum: Code Snippets
- Topic: Clear Shader memory
- Replies: 2
- Views: 1707
Clear Shader memory
Irrlicht clears the shader memory only if the irrlicht device is deleted (Irrlicht device is created using CreateDevice(..) method ). This caused a huge memory leak in my project, in which multiple number of unique shaders are needed to be generated and removed without deleting the irrlicht device ...