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: 1645
- Sat Dec 06, 2014 7:05 pm
- Forum: Advanced Help
- Topic: Tangent and Binormal
- Replies: 6
- Views: 1645
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 Po...
- Thu Nov 27, 2014 1:41 pm
- Forum: Beginners Help
- Topic: CG Shaders
- Replies: 2
- Views: 393
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: 393
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: 1288
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: 489
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: 489
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/1...
- Fri Sep 12, 2014 4:48 pm
- Forum: Beginners Help
- Topic: custom ISceneNode problem??
- Replies: 5
- Views: 626
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(cul...
- Wed Sep 03, 2014 4:13 pm
- Forum: Beginners Help
- Topic: ISceneCollisionManager::getCollisionPoint Error
- Replies: 2
- Views: 425
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->se...
- Sat Aug 30, 2014 7:15 pm
- Forum: Beginners Help
- Topic: ISceneCollisionManager::getCollisionPoint Error
- Replies: 2
- Views: 425
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: 236
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* buf...
- Thu Jul 03, 2014 10:17 am
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 1254
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<<num...
- Wed Jul 02, 2014 8:24 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 1254
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: 1254
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() ...
- Wed Jul 02, 2014 12:03 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 1254
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 TMe...