Search found 523 matches
- Mon Sep 04, 2017 3:53 pm
- Forum: Advanced Help
- Topic: DX11 support showing on Wikipedia
- Replies: 38
- Views: 7541
Re: DX11 support showing on Wikipedia
I like Irrlicht I remember in the past I tried ogre3d and I turned away because like CuteAlien said above Irrlicht is a lot easier to use, another reason was because it took an act of congress to load a .x character file I had I don't know if this has changed but in ogre3d you had to convert the fil...
- Sun Jul 23, 2017 1:48 am
- Forum: Advanced Help
- Topic: Render big sky models and clipping
- Replies: 2
- Views: 717
Render big sky models and clipping
I have some sky models from halo but I have run into one issue in halo the sky models are fairly large models several times the size of a map or environment. What would be a good solution for rendering a skybox model that does not require the camera to have an insane far clip value?
- Fri Apr 14, 2017 3:53 pm
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Re: Light Probes
Thanks Mel always look forward to your replies.
I'll look into it.
I'll look into it.
- Sat Apr 08, 2017 4:51 pm
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Re: Light Probes
Here's what I'm trying to do http://www.gamasutra.com/view/feature/1 ... hp?print=1
Except for the ground map use one of the lightmaps instead.
Except for the ground map use one of the lightmaps instead.
- Sat Apr 08, 2017 2:57 pm
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Re: Light Probes
I already have a lightmapping solution. http://irrlicht.sourceforge.net/forum/v ... =2&t=50404
I'll see if I can figure how to get a lightmap and light probe to work together.
I'll see if I can figure how to get a lightmap and light probe to work together.
- Fri Apr 07, 2017 9:44 pm
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Re: Light Probes
My main goal is I just want my characters when they move around to pick up the static lighting. I don't even care if it's not that accurate. Would it be possible to pass the lightmap texture to my objects and maybe get there position somehow and have that position correspond to a position in the lig...
- Wed Apr 05, 2017 5:53 pm
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Re: Light Probes
I'm a little confused do spherical harmonics not need to render there result into a cubemap? All I'm trying to do is figure a way for my dynamic objects to be able to pick up some of the lighting of the lightmaps. I thought about maybe passing one of the lightmaps as a sampler to the dynamic objects...
- Wed Apr 05, 2017 1:03 am
- Forum: Advanced Help
- Topic: Light Probes
- Replies: 12
- Views: 3764
Light Probes
I've been looking into adding light probes to help bring my static radiosity mapping lighting for my dynamic objects like characters and vehicles. I use shader pipeline and while reading up on light probes. My question is this will this not be a feasible solution for me because currently shader pipe...
- Mon Feb 20, 2017 1:16 am
- Forum: Code Snippets
- Topic: Updating Tangents and Binormals for Skinned and Morphed Anim
- Replies: 26
- Views: 12159
Re: Updating Tangents and Binormals for Skinned and Morphed
It's been a while but I tried this on the latest irrlicht trunk and I did find a lot of issues.
Most noted was if the mesh was composed of multiple mesh buffers instead of just one things did not look proper.
Most noted was if the mesh was composed of multiple mesh buffers instead of just one things did not look proper.
- Sun Feb 12, 2017 10:30 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Simple ODE example
- Replies: 5
- Views: 2052
Re: Simple ODE example
Looks straight forward. I've been meaning to implement a physics library with my project but you know .....
- Sat Dec 03, 2016 6:45 pm
- Forum: Bug reports
- Topic: Mesh loading bug (Solved)
- Replies: 3
- Views: 1172
Re: Mesh loading bug
After further testing I found this on the authors website about the irrlicht bug. Tips •Skin or Physique modifier should be the last in modifier stack. For example, if you use Skin and TurboSmooth, MeshSmooth or ProOptimizer modifier then you should drag these modifiers under the Skin modifier. •For...
- Sat Dec 03, 2016 4:13 pm
- Forum: Bug reports
- Topic: Mesh loading bug (Solved)
- Replies: 3
- Views: 1172
Re: Mesh loading bug
I figured this was a Nadro issue.
Funny thing is the Author that made the plugin for 3ds max had Irrlicht users in mind in the documentation. So I'm not sure what the problem is.
Funny thing is the Author that made the plugin for 3ds max had Irrlicht users in mind in the documentation. So I'm not sure what the problem is.
- Fri Dec 02, 2016 8:39 pm
- Forum: Bug reports
- Topic: Mesh loading bug (Solved)
- Replies: 3
- Views: 1172
Mesh loading bug (Solved)
Bare with me here: I was using 3ds max 2012 and had to upgrade to 3ds max 2015 "license expired". I used the .x format I use a new exporter since pandasoft .X exporter does not work on 3ds max 2015. The new one is : http://www.cgdev.net/axe/download.php#xexporter I've test this on the same...
- Sat Nov 26, 2016 4:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Future of shader-pipeline branch
- Replies: 12
- Views: 3751
Re: Future of shader-pipeline branch
Sounds great. Will I be able to use all the shaders I've made for d3d9 still?
- Tue Nov 22, 2016 2:40 pm
- Forum: Open Discussion and Dev Announcements
- Topic: The woes of Irrlicht's Skinning - Hardware GPU Skinning
- Replies: 12
- Views: 4561
Re: The woes of Irrlicht's Skinning - Hardware GPU Skinning
Sounds great devsh will this work with trunk?