Search found 523 matches

by The_Glitch
Mon Sep 04, 2017 3:53 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6719

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...
by The_Glitch
Sun Jul 23, 2017 1:48 am
Forum: Advanced Help
Topic: Render big sky models and clipping
Replies: 2
Views: 653

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?
by The_Glitch
Fri Apr 14, 2017 3:53 pm
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

Re: Light Probes

Thanks Mel always look forward to your replies.

I'll look into it.
by The_Glitch
Sat Apr 08, 2017 4:51 pm
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

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.
by The_Glitch
Sat Apr 08, 2017 2:57 pm
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

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.
by The_Glitch
Fri Apr 07, 2017 9:44 pm
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

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...
by The_Glitch
Wed Apr 05, 2017 5:53 pm
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

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...
by The_Glitch
Wed Apr 05, 2017 1:03 am
Forum: Advanced Help
Topic: Light Probes
Replies: 12
Views: 3477

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...
by The_Glitch
Mon Feb 20, 2017 1:16 am
Forum: Code Snippets
Topic: Updating Tangents and Binormals for Skinned and Morphed Anim
Replies: 26
Views: 11372

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.
by The_Glitch
Sun Feb 12, 2017 10:30 pm
Forum: Open Discussion and Dev Announcements
Topic: Simple ODE example
Replies: 5
Views: 1935

Re: Simple ODE example

Looks straight forward. I've been meaning to implement a physics library with my project but you know .....
by The_Glitch
Sat Dec 03, 2016 6:45 pm
Forum: Bug reports
Topic: Mesh loading bug (Solved)
Replies: 3
Views: 1121

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...
by The_Glitch
Sat Dec 03, 2016 4:13 pm
Forum: Bug reports
Topic: Mesh loading bug (Solved)
Replies: 3
Views: 1121

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.
by The_Glitch
Fri Dec 02, 2016 8:39 pm
Forum: Bug reports
Topic: Mesh loading bug (Solved)
Replies: 3
Views: 1121

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...
by The_Glitch
Sat Nov 26, 2016 4:10 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3518

Re: Future of shader-pipeline branch

Sounds great. Will I be able to use all the shaders I've made for d3d9 still?