I want to combine tens of thousands of quads procedurally in order to increase performance. How do I do that.
I have found some kind of Mesh Combiner and I can compile and run samples successfuly but when I try to implement it, it doesn't work for me.
Search found 40 matches
- Tue Jul 15, 2014 4:18 pm
- Forum: Advanced Help
- Topic: How to procedurally combine mehses?
- Replies: 1
- Views: 610
- Fri Jun 27, 2014 11:53 am
- Forum: Competition Time!
- Topic: Screenshot of the Month May 2014 [Submit now]
- Replies: 42
- Views: 24896
Re: Screenshot of the Month May 2014 [Submit now]
Thats a great thread you started there. But I'm gonna post a video of my next demo as it will look more awesome i think.
- Thu Jun 26, 2014 5:04 am
- Forum: Competition Time!
- Topic: Screenshot of the Month May 2014 [Submit now]
- Replies: 42
- Views: 24896
Re: Screenshot of the Month May 2014 [Submit now]
Thanks. It looks even more realistic when you can see this whole mess moving ... Wish I could show that...
- Wed Jun 11, 2014 2:42 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month May 2014 [Submit now]
- Replies: 42
- Views: 24896
Re: Screenshot of the Month May 2014 [Submit now]
http://s16.postimg.org/ezksa2xet/Irrlicht_2014_06_11_17_26_13_71.png Project - next generation realtime grass rendering 10 million grass blades rendered in real time scene. More - animated by shaders. Several post processing methods(Contrast, Radial blur...) are also applied to make the whole demo ...
- Wed Oct 30, 2013 9:47 pm
- Forum: Beginners Help
- Topic: Having problem with basic animations/scripting
- Replies: 7
- Views: 719
Re: Having problem with basic animations/scripting
Hello Lymmot, Welcome to irrlicht community. Your model file has one timeline in which you put your animations. You can't make separate animations so far as I know. As CuteAlien said you can manipulate the animation by special functions like: character->setFrameLoop(int start_frame, int end_frame); ...
- Wed Oct 30, 2013 1:23 pm
- Forum: Beginners Help
- Topic: Any good timers?
- Replies: 6
- Views: 710
Re: Any good timers?
I myself always use native c++ "chrono" namespace timers. There are several types of them so I think you should find what you're looking among them.
Just google "c++ chrono"
Just google "c++ chrono"
- Wed Oct 30, 2013 9:02 am
- Forum: Beginners Help
- Topic: Passing texture to shader
- Replies: 2
- Views: 315
Re: Passing texture to shader
Ok I'm posting the full shader :D As I understand I use those texture when initalising samplers so it should exist ... float4x4 WVP : WorldViewProjection; texture source; texture mapping; float2 move = float2(0, 0); float stepSize = 0.01; int samples = 10; sampler2D RSS = sampler_state { t...
- Wed Oct 30, 2013 6:06 am
- Forum: Beginners Help
- Topic: Multiple shaders on one object
- Replies: 5
- Views: 572
Re: Multiple shaders on one object
Well I see... Its not possible to apply several shaders to one object...
And what about multiple passes?
Shelling requires HLSL script support but as irrlicht will most likely wont support it either, I would like to know if I can make the shader execute multiple passes in one rendering?
And what about multiple passes?
Shelling requires HLSL script support but as irrlicht will most likely wont support it either, I would like to know if I can make the shader execute multiple passes in one rendering?
- Tue Oct 29, 2013 11:08 pm
- Forum: Beginners Help
- Topic: Passing texture to shader
- Replies: 2
- Views: 315
Passing texture to shader
Hi, I'm trying to pass some textures to the shader but irrlicht console says my textures doesnt exist in the shader. My other shaders with one texture work normally. Any ideas what causes this? float4x4 WVP : WorldViewProjection; texture source; texture mapping; float2 move = float2(0, 0); float...
- Mon Oct 28, 2013 7:44 am
- Forum: Beginners Help
- Topic: Multiple shaders on one object
- Replies: 5
- Views: 572
Multiple shaders on one object
Hello,
I want to apply specific sets of shaders on one object. For example:
Object 1 - displacement, object motion blur.
Object 2 - color pass, object motion blur.
How can I do this ?
I want to apply specific sets of shaders on one object. For example:
Object 1 - displacement, object motion blur.
Object 2 - color pass, object motion blur.
How can I do this ?
- Thu Sep 05, 2013 5:23 pm
- Forum: Advanced Help
- Topic: HLSL vertex 'ghosting'
- Replies: 0
- Views: 453
HLSL vertex 'ghosting'
Hey guys, just out of curiosity I want know how do you ghost vertex in hlsl? For example 3D anaglyph shaders render same scene from different angles and then colorises those different results, Fur shader renders fur by adding shells to the mesh and the same for grass... I want to know how to do this...
- Thu Jul 04, 2013 8:47 pm
- Forum: Beginners Help
- Topic: [Solved]How to set 3d model part position?
- Replies: 3
- Views: 385
Re: How to set 3d model part position?
It was a piece of cake I've added bones to model and managed to place the probrlematic parts where I want them.
- Thu Jul 04, 2013 7:43 pm
- Forum: Beginners Help
- Topic: [Solved]How to set 3d model part position?
- Replies: 3
- Views: 385
Re: How to set 3d model part position?
Well, this seems to be quite a challenge for me but I'll try. In worst case scenario I will rip those models apart
- Thu Jul 04, 2013 4:10 pm
- Forum: Beginners Help
- Topic: [Solved]How to set 3d model part position?
- Replies: 3
- Views: 385
[Solved]How to set 3d model part position?
Hi,
Well this is quite plain How to modify Position/Rotation/Scale atributes for each non-solid 3d model part?
Well this is quite plain How to modify Position/Rotation/Scale atributes for each non-solid 3d model part?
Code: Select all
// This is what I want in pseudocode :D
Mesh->getMeshPart(0)->setPosition(vector3df);
- Tue Jul 02, 2013 6:56 am
- Forum: Beginners Help
- Topic: [Solved]Preparing for post processing in general
- Replies: 5
- Views: 547
Re: Preparing for post processing in general
Works like a charm Thanks friends for helping me out This is the most helping comunity I've ever seen.