Must admit I never used the setViewMatrixAffector. Maybe let's figure out first if it removes stuff because of culling. Can you for a test disable culling for your scenenode completely? You can do so with node->setAutomaticCulling(0).
nope, it's not culling :|
well, I missed some important ...
Search found 5 matches
- Sun Nov 16, 2014 6:19 am
- Forum: Advanced Help
- Topic: Camera with setViewMatrixAffector
- Replies: 2
- Views: 1032
- Fri Nov 14, 2014 11:08 am
- Forum: Advanced Help
- Topic: Camera with setViewMatrixAffector
- Replies: 2
- Views: 1032
Camera with setViewMatrixAffector
Hi, guys! I need help with affector... The problem is in detection scene nodes in field of view of the camera with ViewMatrixAffector.
http://i.imgur.com/xJ9CveU.png
So, the "Scene node 2" isn't drawn because it's invisible by Camera without affector. May be it's a bug, or may be wrong sequence ...
http://i.imgur.com/xJ9CveU.png
So, the "Scene node 2" isn't drawn because it's invisible by Camera without affector. May be it's a bug, or may be wrong sequence ...
- Thu Nov 13, 2014 10:03 am
- Forum: Bug reports
- Topic: Q3Shader surfaceparm trans
- Replies: 2
- Views: 1255
Q3Shader surfaceparm trans
Good day, everyone! I've found a problem with "surfaceparm trans". When it's set, the getRenderState doesn't return ESNRP_TRANSPARENT_EFFECT. There's even no checks on "surfaceparm trans".
I've found, it was removed about 5 years ago at "Changes in version 1.6, TA" commit:
- if ( group ...
I've found, it was removed about 5 years ago at "Changes in version 1.6, TA" commit:
- if ( group ...
- Wed Oct 29, 2014 7:35 am
- Forum: Advanced Help
- Topic: Adding bump mapping to Quake 3 shaders?
- Replies: 2
- Views: 2198
Re: Adding bump mapping to Quake 3 shaders?
Is there still no article/post about it? 
- Mon Oct 27, 2014 7:34 am
- Forum: Advanced Help
- Topic: Quake3 shaders and fog
- Replies: 0
- Views: 1401
Quake3 shaders and fog
Hello, everyone! I'm stuck with applying fog to Quake3 shaders. Well. I have a map with simple textures and shaders (this is the only way I found to use transparent and semi-transparent textures).
At first I set fog to the driver:
driver->setFog(video::SColor(0,0,0,0), video::EFT_FOG_LINEAR, 0 ...
At first I set fog to the driver:
driver->setFog(video::SColor(0,0,0,0), video::EFT_FOG_LINEAR, 0 ...