Hi! Great release! I will really have to dig in and learn this tool. Thanks for the new tutorials!
@Hendu , Unfortunatly, I don't think it would be possible to port this to Mac/Linux without rewriting all the GUI code...
My wish list: :D (This is not really needed as a secondary tool, would only ...
Search found 6 matches
- Wed Feb 06, 2013 8:41 pm
- Forum: Everything 2d/3d Graphics
- Topic: deepMesh (Irrlicht Powered 3D Modeller) 2.0 Major Release
- Replies: 7
- Views: 3752
- Sun Feb 03, 2013 7:50 am
- Forum: Everything 2d/3d Graphics
- Topic: deepMesh (Irrlicht Powered 3D Modeller) 2.0 Major Release
- Replies: 7
- Views: 3752
Re: deepMesh (Irrlicht Powered 3D Modeller) 2.0 Major Releas
Once again demonstrating irrlicht as commercially useful. Thanks for the offer. So are you going to keep it open-source?
A feature you might consider adding is loop-selection. I first encountered it in Metasequoia and it's one of the most convenient features.
No plans for open sourcing the ...
A feature you might consider adding is loop-selection. I first encountered it in Metasequoia and it's one of the most convenient features.
No plans for open sourcing the ...
- Sun Feb 03, 2013 6:34 am
- Forum: Everything 2d/3d Graphics
- Topic: deepMesh (Irrlicht Powered 3D Modeller) 2.0 Major Release
- Replies: 7
- Views: 3752
deepMesh (Irrlicht Powered 3D Modeller) 2.0 Major Release
deepMesh v2.0 is now available - if you already own an older version, the update is free (you should already have an email in your inbox). The project has gone through a lot of changes since it was last posted here (under an old account) - so with the release of version 2.0, here's a recap ...
- Sun Jan 13, 2013 3:31 am
- Forum: Code Snippets
- Topic: Triplanar mapping shader with normal map support
- Replies: 15
- Views: 10394
Re: Triplanar mapping shader with normal map support
Very useful. Will give this a try.
- Sun Dec 30, 2012 8:44 pm
- Forum: Everything 2d/3d Graphics
- Topic: Help With Materials
- Replies: 2
- Views: 1146
Re: Help With Materials
There's no material type that will do that, however; if you assign the windows to a second material (EMT_SOLID on a new meshbuffer), and disable the lighting for that material, it should produce the results you want - assuming your windows are not just part of a texture, but are geometrically ...
- Sun Dec 30, 2012 8:39 pm
- Forum: Advanced Help
- Topic: HLSL texture indexing in Irrlicht
- Replies: 19
- Views: 2915
Re: HLSL texture indexing in Irrlicht
I noticed this when switching from GLSL to HLSL.. as it turns out, HLSL has a much simpler way of setting samplers..
sampler2D baseMap : register(s0);
sampler2D lightMap : register(s1);
sampler2D bumpMap : register(s2);
This means, while the GLSL callback has to send uniforms (0,1,2) - HLSL ...
sampler2D baseMap : register(s0);
sampler2D lightMap : register(s1);
sampler2D bumpMap : register(s2);
This means, while the GLSL callback has to send uniforms (0,1,2) - HLSL ...