i found this
http://irrlicht.sourceforge.net/forum/v ... start=1170
but i'm getting 404 error
Search found 15 matches
- Sat Dec 06, 2014 8:23 pm
- Forum: Advanced Help
- Topic: Tangent and Binormal
- Replies: 6
- Views: 2021
- Sat Dec 06, 2014 7:05 pm
- Forum: Advanced Help
- Topic: Tangent and Binormal
- Replies: 6
- Views: 2021
Tangent and Binormal
Hi,
I need a help I created my Normalmapping Shader so GPU need to get from vertex tangent and binormal
but i also need 2TCoords to correct texturing of my model (ITerrainSceneNode)
HLSL Shader Code
Vertex:
uniform float4x4 WorldViewProj;
uniform float3 LightPosition;
struct VS_INPUT
{
float4 ...
I need a help I created my Normalmapping Shader so GPU need to get from vertex tangent and binormal
but i also need 2TCoords to correct texturing of my model (ITerrainSceneNode)
HLSL Shader Code
Vertex:
uniform float4x4 WorldViewProj;
uniform float3 LightPosition;
struct VS_INPUT
{
float4 ...
- Thu Nov 27, 2014 1:41 pm
- Forum: Beginners Help
- Topic: CG Shaders
- Replies: 2
- Views: 559
Re: CG Shaders
ok so i must to learn GLSL (i need both Direct and OpenGL)
- Wed Nov 26, 2014 9:11 pm
- Forum: Beginners Help
- Topic: CG Shaders
- Replies: 2
- Views: 559
CG Shaders
hi,
I want to use CG shaders in my projects.
My questions:
Which version of cg toolkit i need?
How to link it to engine?
I want to use CG shaders in my projects.
My questions:
Which version of cg toolkit i need?
How to link it to engine?
- Sun Nov 09, 2014 2:05 pm
- Forum: Beginners Help
- Topic: [solved]strange lines with glsl
- Replies: 7
- Views: 1844
Re: strange lines with glsl
Try to diable filters
may it help.
Code: Select all
buf->getMaterial().TextureLayer[x].BilinearFilter=false;
buf->getMaterial().TextureLayer[x].TrilinearFilter=false;
buf->getMaterial().TextureLayer[x].AnisotropicFilter =false;
- Sun Nov 09, 2014 1:57 pm
- Forum: Beginners Help
- Topic: Smothing Terrain Textures
- Replies: 3
- Views: 679
Re: Smothing Terrain Textures
Mayby this code is to older version of irrlicht because i get compilation error in this line:
I don't know why this function is missing.
Code: Select all
material.MaterialTypeParam =pack_texureBlendFunc(video::EBF_DST_COLOR,video::EBF_ONE);
Code: Select all
error: 'pack_texureBlendFunc' was not declared in this scope
- Sun Nov 09, 2014 10:08 am
- Forum: Beginners Help
- Topic: Smothing Terrain Textures
- Replies: 3
- Views: 679
Smothing Terrain Textures
Hi
I'm making my own terrrain which texture is genereted in program from this image:
http://zapodaj.net/58897eb5664eb.png.html
texturing is based on Tcoords.
Render:
http://zapodaj.net/c2c0baaf248ca.jpg.html
This isn't look good i want to do something like this:
(Edited in gimp)
http://zapodaj.net ...
I'm making my own terrrain which texture is genereted in program from this image:
http://zapodaj.net/58897eb5664eb.png.html
texturing is based on Tcoords.
Render:
http://zapodaj.net/c2c0baaf248ca.jpg.html
This isn't look good i want to do something like this:
(Edited in gimp)
http://zapodaj.net ...
- Fri Sep 12, 2014 4:48 pm
- Forum: Beginners Help
- Topic: custom ISceneNode problem??
- Replies: 5
- Views: 897
Re: custom ISceneNode problem??
you must turn of automatic culling. its should help.
healthBar->setAutomaticCulling(false)
or in constructor
CHealthBar::CHealthBar(scene::ISceneNode* parent, scene::ISceneManager* smgr, s32 id, bool culling)
: scene::ISceneNode(parent, smgr, id)
{
ISceneNode::setAutomaticCulling(culling ...
healthBar->setAutomaticCulling(false)
or in constructor
CHealthBar::CHealthBar(scene::ISceneNode* parent, scene::ISceneManager* smgr, s32 id, bool culling)
: scene::ISceneNode(parent, smgr, id)
{
ISceneNode::setAutomaticCulling(culling ...
- Wed Sep 03, 2014 4:13 pm
- Forum: Beginners Help
- Topic: ISceneCollisionManager::getCollisionPoint Error
- Replies: 2
- Views: 546
Re: ISceneCollisionManager::getCollisionPoint Error
ISceneCollisionManager* SCmgr;
where do you set this to a valid value?
ISceneCollisionManager* SCmgr = smgr->getSceneCollisionManager();
/*rest of the code*/
ITriangleSelector* selector=smgr->createTriangleSelector((IMesh*)meshnode->getMesh(),(ISceneNode*)meshnode);
meshnode ...
where do you set this to a valid value?
ISceneCollisionManager* SCmgr = smgr->getSceneCollisionManager();
/*rest of the code*/
ITriangleSelector* selector=smgr->createTriangleSelector((IMesh*)meshnode->getMesh(),(ISceneNode*)meshnode);
meshnode ...
- Sat Aug 30, 2014 7:15 pm
- Forum: Beginners Help
- Topic: ISceneCollisionManager::getCollisionPoint Error
- Replies: 2
- Views: 546
ISceneCollisionManager::getCollisionPoint Error
I try to get 3d position from 2d coordinats on screen, but i get weird error from ISceneCollisionManager::getRayFromScreenCoordinates(). Debugger receives SIGSEGV signal but i dont know how to solve it. I was recompiled irrlicht two times and nothing new has happend. how can I check what variable is ...
- Wed Aug 20, 2014 1:16 pm
- Forum: Beginners Help
- Topic: My Scene Node
- Replies: 1
- Views: 365
My Scene Node
I try to create my own scene node, but when scene is rendering it dont show. Debugger don't get any errors.I add together two examples 03.CustomSceneNode and 23.SMeshHandling
class IPlanetSceneNode : public ISceneNode
{
private:
aabbox3d<f32> Box;
SMesh* Mesh;
IDynamicMeshBuffer* buffer ...
class IPlanetSceneNode : public ISceneNode
{
private:
aabbox3d<f32> Box;
SMesh* Mesh;
IDynamicMeshBuffer* buffer ...
- Thu Jul 03, 2014 10:17 am
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 2199
Re: Help with CDynamicMeshBuffer
No it's isn't problem with 32 bit in 64 bit windows. When I changed EIT_32BIT to EIT_16BIT crash was the same but find addnotaion in CIndexBuffer "// push const ref due to compiler problem with gcc 4.6, big endian" I use gcc 4.7 but i change push_back to method to this:
cout<<numberOfVertices ...
cout<<numberOfVertices ...
- Wed Jul 02, 2014 8:24 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 2199
Re: Help with CDynamicMeshBuffer
I know whats this mean, I exceeded the size of the array but I dont know which and where.
Can someone take a look at my code and write me this?
Can someone take a look at my code and write me this?
- Wed Jul 02, 2014 5:08 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 2199
Re: Help with CDynamicMeshBuffer
i never debug any applicaption this is my first time and I don't know how to read this.
I get this
#0 5E80F523 nvoglv32!DrvGetProcAddress() (C:\Windows\SysWOW64\nvoglv32.dll:??)
#1 5E8542F5 nvoglv32!DrvGetProcAddress() (C:\Windows\SysWOW64\nvoglv32.dll:??)
#2 5E854CAC nvoglv32!DrvGetProcAddress ...
I get this
#0 5E80F523 nvoglv32!DrvGetProcAddress() (C:\Windows\SysWOW64\nvoglv32.dll:??)
#1 5E8542F5 nvoglv32!DrvGetProcAddress() (C:\Windows\SysWOW64\nvoglv32.dll:??)
#2 5E854CAC nvoglv32!DrvGetProcAddress ...
- Wed Jul 02, 2014 12:03 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 2199
Help with CDynamicMeshBuffer
Hi all , I have a problem with generaiting a mesh from CDynamicMeshBuffer
I edit the 23.SMeshHandling example to create my own terrainMesh (i don't want to use ITerrianSceneNode)
When i create this with CMeshBuffer it work exelent but need to create terrain bigger than 255x255 vertices.
class ...
I edit the 23.SMeshHandling example to create my own terrainMesh (i don't want to use ITerrianSceneNode)
When i create this with CMeshBuffer it work exelent but need to create terrain bigger than 255x255 vertices.
class ...