Search found 64 matches

by mikkis
Fri May 17, 2013 2:49 am
Forum: Beginners Help
Topic: Collision Bounding Bodies and Models
Replies: 6
Views: 604

Re: Collision Bounding Bodies and Models

Im always though that it isnt performance wise to split model to multible meshes.
I dont think irrlicht frustum cull every mesh, but models, but still.
Correct if Im wrong?
by mikkis
Fri May 17, 2013 2:30 am
Forum: Beginners Help
Topic: Collision Bounding Bodies and Models
Replies: 6
Views: 604

Re: Collision Bounding Bodies and Models

If using bounding box, ie car, which is only one model. There is lower-part and upper-part which should use different collision shapes (because upperpart isnt as wide as lower part (when looking at side view)). So there one must still create these manually (or using per-poly collision, dont remember...
by mikkis
Fri May 17, 2013 2:09 am
Forum: Beginners Help
Topic: Collision Bounding Bodies and Models
Replies: 6
Views: 604

Re: Collision Bounding Bodies and Models

I havent done this by myself but I might create collision shapes with blender/3dsmax and name these COLL_* and then parse them in code, and create shapes from them. I think with boxes this works, and maybe spheres but ellpisoids I dont know. Or get these dimensioins in blender and put them in collis...
by mikkis
Wed May 15, 2013 5:02 am
Forum: Code Snippets
Topic: [TUTORIAL???] Volumetric Fog + Bloom
Replies: 12
Views: 3632

Re: [TUTORIAL???] Volumetric Fog + Bloom

Some code from my unfinished def renderer (so you get the idea). It creates 3 RT and renders all of them at once. init:   irr::core::array<irr::video::IRenderTarget> multiRenderTarget;       colorRT = driver->addRenderTargetTexture(core::dimension2d<u32>(w,h), "colorMap", ECF_A8R8G8B8);   ...
by mikkis
Tue May 14, 2013 6:02 pm
Forum: Code Snippets
Topic: [TUTORIAL???] Volumetric Fog + Bloom
Replies: 12
Views: 3632

Re: [TUTORIAL???] Volumetric Fog + Bloom

I didn't see a way of drawing the scene and at the same time drawing it's depth map to another texture.
You can do that using MRT.
by mikkis
Tue May 14, 2013 8:43 am
Forum: Beginners Help
Topic: Thousands of trees? Model details/billboard
Replies: 19
Views: 2191

Re: Thousands of trees? Model details/billboard

  Can i still rotate, move and scale the individual nodes even if their meshes is combined or how does this work?   No. When using CMeshCombiner, it creates 1 object which contains all data.   Can i remove one of them later on or do i need to redo the combination then?   Cant remove invidual object...
by mikkis
Tue May 14, 2013 7:18 am
Forum: Beginners Help
Topic: Thousands of trees? Model details/billboard
Replies: 19
Views: 2191

Re: Thousands of trees? Model details/billboard

But i guess it helps in drawing models as well... (As seen with the dwarfs). You can batch static models, you cant animate batched models. Got fps 150 -> 300 when batched my grass.           array<IMeshSceneNode*> nodes;         for(int q=0;q<10000;q++)         {             const float S=50;      ...
by mikkis
Fri May 10, 2013 2:46 pm
Forum: Beginners Help
Topic: Collision node name
Replies: 2
Views: 346

Collision node name

Noticed that               if(collMananger->getCollisionPoint(ray, selector, point, triangle, node))             {                 sphere.getNode()->setPosition(point);                 printf("> %s \n", node->getName());             }   gives sometime right and sometime wrong node-name. Sp...
by mikkis
Thu May 09, 2013 9:42 am
Forum: Beginners Help
Topic: Transparent planes
Replies: 2
Views: 258

Re: Transparent planes

Oops somehow I missed that one, now it works right. Thanks.
by mikkis
Thu May 09, 2013 9:25 am
Forum: Beginners Help
Topic: Transparent planes
Replies: 2
Views: 258

Transparent planes

If I create, say bush, with planes (with image of leaves, includes alpha channel), I want to read+write to zbuffer but only where alpha!=0. Havent succeeded with this yet. Current code:           sceneManager->getParameters()->setAttribute(ALLOW_ZWRITE_ON_TRANSPARENT, true);           ITexture *imag...
by mikkis
Thu May 09, 2013 4:51 am
Forum: Beginners Help
Topic: Shader parameters
Replies: 1
Views: 192

Shader parameters

Can I set shader parameters without using callback class?
by mikkis
Wed Mar 27, 2013 3:15 pm
Forum: Beginners Help
Topic: Rendering only some objects
Replies: 4
Views: 432

Re: Rendering only some objects

Thanks to both.
After unsuccesful patching, I made MyNodeManager from ILightManager and now know how to continue my def renderer.
by mikkis
Wed Mar 27, 2013 1:11 pm
Forum: Beginners Help
Topic: Rendering only some objects
Replies: 4
Views: 432

Rendering only some objects

Can I filter objects somehow, what I want to render at pass 1, and then render others at pass 2? Ie, with deferred renderer, I dont want render transparent objects to gbuffer, I want render them later. And "light spheres" must be invisible too, when rendering gbuffer. Or how this should be...
by mikkis
Tue Mar 26, 2013 5:37 am
Forum: Beginners Help
Topic: Mesh Instancing
Replies: 4
Views: 548

Re: Mesh Instancing

Here is something:
http://irrlicht.sourceforge.net/forum/v ... 0&start=15

But if you dont like to patch your codes / if your scene is static, you can use MeshCombiner
http://irrlicht.sourceforge.net/forum/v ... =6&t=39598
by mikkis
Mon Mar 25, 2013 12:44 pm
Forum: Bug reports
Topic: exiting with Cg
Replies: 2
Views: 497

exiting with Cg

I compiled irrlicht sources from trunk, with Cg enabled. And installed cg toolkit 3.1 sdk. Now when I use D3D9 and exit, comes exception. With OGL, exiting works. Test code which does just that:   int main() {     E_DRIVER_TYPE driverType = EDT_DIRECT3D9; //   Throws exception when exiting     //E_D...