Search found 15 matches

by Haddock
Tue Apr 05, 2005 2:46 am
Forum: Bug reports
Topic: Bug with skinned .X files
Replies: 2
Views: 577

Bug with skinned .X files

This bug occurs with .x files where joints can influence more than one mesh. In CXAnimationPlayer.cpp, line 225, the line Joints[jnr].MatrixOffset = mesh.SkinWeights[w].MatrixOffset; assumes that there is one weight group ("SkinWeights" in .x file) which is linked to one particular joint. ...
by Haddock
Mon Mar 15, 2004 4:43 am
Forum: Bug reports
Topic: shadow effect does not work on irrlicht 0.6
Replies: 3
Views: 2234

I have the same problem, but it occurs only in fullscreen 32bits. I have tested only with DirectX9. The DX function CheckDeviceFormat (CVideoDirectX9.cpp) fails when checking stencil buffer compatibility, and then the stencil buffer is disabled. So, to get shadows, I run my application in 16bits, do...
by Haddock
Tue Feb 24, 2004 3:54 pm
Forum: Advanced Help
Topic: Method of displaying background images
Replies: 1
Views: 846

I have an issue which can be solved by this piece of code: I would like to draw background images for an application which runs, let's say, at a resolution of 800x600. With the standard irrlicht method, a texture of 1024x1024 is created (512x512 in 0.5 version), and the content is scaled which leads...
by Haddock
Sun Feb 22, 2004 7:21 am
Forum: Beginners Help
Topic: How to read from an ini-file
Replies: 6
Views: 647

If you want to use GetPrivateProfileString() or similar ini functions, you must include <windows.h>. Something must be wrong with the setup of your project or of your VC++ environnement. You shouldn't get these errors. With the VC++ wizard, try to create a simple windows application, and include <wi...
by Haddock
Sun Feb 22, 2004 7:08 am
Forum: Advanced Help
Topic: Shadow
Replies: 10
Views: 1685

To explain my issue properly, here is an example taken directly from the last Techdemo: Without shadows http://www.win-at.com/images/shadow2.jpg With shadows http://www.win-at.com/images/shadow.jpg You can notice on the second image that the character has some artifacts (on its right upper arm and r...
by Haddock
Mon Feb 16, 2004 7:27 pm
Forum: Advanced Help
Topic: Shadow
Replies: 10
Views: 1685

Shadow

I'm using volumetric shadow casted by an animated character, and the shadow is rendered correctly on the environment, but unfortunatelly also on the character : the part of the character which is not facing to the light, is much darker than the same character without shadow (I hope my explanations a...
by Haddock
Fri Feb 13, 2004 3:50 pm
Forum: Open Discussion and Dev Announcements
Topic: A little suggestion...
Replies: 2
Views: 738

A little suggestion...

Currently, extending the Irrlicht engine is a bit complicated... Let's take an example : I would like to extend the DirectX driver in order to support pixel and vertex shaders. I would write a CVideoDirectX8 derivated class, let's say CVideoDirectX8Ex, in which I write new methods. After that, I hav...
by Haddock
Tue Feb 03, 2004 2:48 pm
Forum: Open Discussion and Dev Announcements
Topic: Skinned animation
Replies: 2
Views: 835

Yes, I know that this is a huge job. Animation is certainly is the most complex part in a 3D engine. The way I add .x file support is a bit dirty and non-portable. First, I port Irrlicht to DirectX9, which was pretty easy, in order to be able to implement DirectX9 sample. Second, I created a new ani...
by Haddock
Mon Feb 02, 2004 5:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Skinned animation
Replies: 2
Views: 835

Skinned animation

Currently, Irrlicht is supporting skinned animation only by loading MS3D files, and if I am not wrong, a vertex can be attached to only one bone. To be able to get smooth animations, a vertex must have the possibility to be attached to more than bone, and must have a weight associated to each bone. ...
by Haddock
Wed Jan 21, 2004 2:46 pm
Forum: Beginners Help
Topic: Volumetric light
Replies: 0
Views: 360

Volumetric light

How can I do volumetric light with Irrlicht?
by Haddock
Fri Jan 09, 2004 3:55 pm
Forum: Open Discussion and Dev Announcements
Topic: Dynamic textures
Replies: 2
Views: 1127

Thanks niko, it will be very usefull for the kind of game I'm developping with Irrlicht.
by Haddock
Thu Jan 08, 2004 10:14 pm
Forum: Open Discussion and Dev Announcements
Topic: Dynamic textures
Replies: 2
Views: 1127

Dynamic textures

With DirectX8 and above, it is possible to create dynamic textures: writing into these kind of texture is very fast, and thus, they are used for procedural textures, textures displaying video sequences, or simple 2D sprites. In my previous job, where we used to develop 2D/3D mixed games, we made a r...
by Haddock
Mon Jan 05, 2004 6:54 pm
Forum: Beginners Help
Topic: Integrate irrlicht into a Windows application
Replies: 12
Views: 682

Integrate irrlicht into a Windows application

I'm trying to develop a scene editor built around Irrlicht, and I try to get Irrlicht running inside a windows created by a Win32 application. By default, Irrlicht create its own windows, with a call to the Win32 function CreateWindow. I succeeded in doing that by hacking the Irrlicht code, but is t...
by Haddock
Sat Dec 20, 2003 8:05 pm
Forum: Beginners Help
Topic: Compiling Irrlicht 4.2.0 with VC .NET 2003
Replies: 0
Views: 345

Compiling Irrlicht 4.2.0 with VC .NET 2003

I have just tried to compile the lastest version of Irrlicht with VC .NET 2003, and I got these errors (debug compile) : d:\DEV\irrlicht\source\fast_atof.h(68 ) : error C2666: 'pow' : 7 overloads have similar conversions d:\DEV\irrlicht\source\CCameraMayaSceneNode.cpp(246): error C2666: 'fmod' : 3 o...
by Haddock
Tue Dec 16, 2003 9:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Bones animation
Replies: 1
Views: 1072

Bones animation

Is there a way to add support for Max or Maya animation done with bones/joints? Only Milkshape is currently supported, but it's not the main 3D creation software used. Max and Maya are widely used in the game industry, and joint animation is also widely used. This kind of animation is more CPU hungr...