Here's what I would do:
1. We're dealing with .obj files so in order to make the corresponding .mtl files to work (also include the texture files), I would put them all in a .zip file on the server.
2. Then I would have the server read the .zip file (IMPORTANT: Make sure it reads in binary mode ...
Search found 33 matches
- Mon Sep 22, 2014 11:49 pm
- Forum: Advanced Help
- Topic: Winsock - Sending 3D Objects
- Replies: 8
- Views: 1670
- Wed Jul 23, 2014 9:32 am
- Forum: Advanced Help
- Topic: Winsock Lag (TCP)
- Replies: 9
- Views: 2393
Re: Winsock Lag (TCP)
Well, first of all you probably should use time-steps so your movements aren't frame dependent. (Just multiply all your speeds for moving/rotation etc with how long it took to loop through one frame in seconds using the irrlichtdevice->getTimer()->getTime(), in case you didn't know that). This ...
- Wed Jul 23, 2014 5:54 am
- Forum: Advanced Help
- Topic: Can't do something when the particle touches to model
- Replies: 3
- Views: 1323
Re: Can't do something when the particle touches to model
I don't know about the source code for that demo, but here's what you can do:
1. Create a meta triangle selector.
IMetaTriangleSelector* tri_sel = smgr->createMetaTriangleSelector();
2. Get all the triangle selectors for each model and attach them to the node.
ITriangleSelector* sel1 = smgr ...
1. Create a meta triangle selector.
IMetaTriangleSelector* tri_sel = smgr->createMetaTriangleSelector();
2. Get all the triangle selectors for each model and attach them to the node.
ITriangleSelector* sel1 = smgr ...
- Tue Jul 08, 2014 9:28 pm
- Forum: Advanced Help
- Topic: Best method for character movment.
- Replies: 11
- Views: 2077
Re: Best method for character movment.
Here's how I would do it.
//First get the position and rotation.
vector3df opos = mynode->getAbsolutePosition();
vector3df orot = mynode->getRotation();
//Now apply translation/rotation.
float movement_speed = 1 * time_step; //time_step is the time since the last frame in seconds.
float turning ...
//First get the position and rotation.
vector3df opos = mynode->getAbsolutePosition();
vector3df orot = mynode->getRotation();
//Now apply translation/rotation.
float movement_speed = 1 * time_step; //time_step is the time since the last frame in seconds.
float turning ...
- Tue Jul 08, 2014 9:12 pm
- Forum: Advanced Help
- Topic: progressbar
- Replies: 4
- Views: 1159
Re: progressbar
Here's an example code of how I would do it (tested and working):
#include <iostream>
#include <irrlicht.h>
#include <cstdlib>
using namespace std;
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
int main ...
#include <iostream>
#include <irrlicht.h>
#include <cstdlib>
using namespace std;
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
int main ...
- Tue Mar 04, 2014 4:03 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
...Perhaps it's because I somehow changed the f32 variable declaration before the above mentioned lines to s32. Will report back if it fixes anything. I once again have to wait until I get to the computer.
- Mon Mar 03, 2014 4:28 pm
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
I keep getting the error "HLSL vertex shader compilation failed." in the console. You say it fixes it for OpenGL at least. Does this fix not work with DirectX 9?
- Sun Mar 02, 2014 9:30 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
Thank you! I will be sure to try it when I get access to one of the "faulty" computers, Monday.mikkis wrote:In EffectCB.h line 91, 94, 97, 100. These four f32 change to s32. Then opengl works right for me, at least.
- Sun Mar 02, 2014 5:48 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
As moongose7 said you must send s32 uniforms instead of f32 for texture uniforms eg:
f32 TextureID = 0.f; // BAD
services->setVertexShaderConstant("SamplerName", &TextureID, 1); // BAD
-------------------------------------------------
s32 TextureID = 0; // GOOD
services->setVertexShaderConstant ...
f32 TextureID = 0.f; // BAD
services->setVertexShaderConstant("SamplerName", &TextureID, 1); // BAD
-------------------------------------------------
s32 TextureID = 0; // GOOD
services->setVertexShaderConstant ...
- Sat Mar 01, 2014 7:36 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
The only thing I could find was to change EffectCB.h, line 90 from irr::u32 TexVar = 0; to irr::f32 TexVar = 0;, thus preventing a int to float typecast failure... or at least that's what I understand. As of now, I have no idea if this will fix it, as I won't have access to this kind of computer ...
- Fri Feb 28, 2014 10:23 pm
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
Uh... this is somewhat embarrassing, but I am not much of a graphics programmer. I may need a little more guidance to try this. I don't even know where to begin.Nadro wrote:Orginal XEffects uses float interface for send texture id uniforms. Use int interface and all should works fine.
- Sat Feb 22, 2014 7:25 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
Re: XEffects - Black Screen on Some Computers?
It is unlikely to be the graphics card. Are you running the same executable on both systems? Have you fixed XEffects for Irrlicht 1.8?
Yep, exact same .exe.
I don't know what you mean by "fixed". It works perfectly fine on all the computers I've tested with graphics cards, and not at all on the ...
Yep, exact same .exe.
I don't know what you mean by "fixed". It works perfectly fine on all the computers I've tested with graphics cards, and not at all on the ...
- Fri Feb 21, 2014 4:56 pm
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 5623
XEffects - Black Screen on Some Computers?
So I'm using the XEffects library for lighting and shadows and I have strange issue. On certain computers, on the effectmanager->update(), all I get is a black screen. I am using DirectX 9 as my driver. Here are the specs of the computer that causes this:
------------------
System Information ...
------------------
System Information ...
- Mon Jan 20, 2014 11:25 pm
- Forum: Bug reports
- Topic: Bug on the skinned meshes
- Replies: 6
- Views: 3133
Re: Bug on the skinned meshes
I realize this is an old bug, but it's something that REALLY needs fixing. Until I found this thread, this bug caused me a LOT of grief and frustration, therefore I worry for others that may also encounter this bug.
- Tue Jul 30, 2013 11:06 pm
- Forum: Beginners Help
- Topic: How can I make BASS 3D sounds match Irrlicht's coords?
- Replies: 3
- Views: 683
Re: How can I make BASS 3D sounds match Irrlicht's coords?
Actually, Irrlicht uses a left-handed coord system as well. And in case you still have to convert: You can switch from right-handed to left.handed by negating any one coord, so you have to check the exact coord orientation. Irrlicht has y-up, which gives z-axis into the screen. So check where your ...