Search found 33 matches

by Ruxify
Mon Sep 22, 2014 11:49 pm
Forum: Advanced Help
Topic: Winsock - Sending 3D Objects
Replies: 8
Views: 1670

Re: Winsock - Sending 3D Objects

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 ...
by Ruxify
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 ...
by Ruxify
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 ...
by Ruxify
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 ...
by Ruxify
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 ...
by Ruxify
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.
by Ruxify
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?
by Ruxify
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?

mikkis wrote:In EffectCB.h line 91, 94, 97, 100. These four f32 change to s32. Then opengl works right for me, at least.
Thank you! I will be sure to try it when I get access to one of the "faulty" computers, Monday.
by Ruxify
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 ...
by Ruxify
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 ...
by Ruxify
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?

Nadro wrote:Orginal XEffects uses float interface for send texture id uniforms. Use int interface and all should works fine.
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.
by Ruxify
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 ...
by Ruxify
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 ...
by Ruxify
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.
by Ruxify
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 ...