Search found 31 matches

by AlexAzazel
Tue Aug 23, 2016 10:46 pm
Forum: Beginners Help
Topic: Z-fighting like artifacts when using ShadowVolumeSceneNode
Replies: 2
Views: 1105

Re: Z-fighting like artifacts when using ShadowVolumeSceneNo

mongoose7 wrote:Does your cube have outside and inside surfaces?
You are right, I think mesh had problems, I deleted the cube in blender and made new one, it works now.
by AlexAzazel
Tue Aug 23, 2016 10:09 pm
Forum: Beginners Help
Topic: Z-fighting like artifacts when using ShadowVolumeSceneNode
Replies: 2
Views: 1105

Z-fighting like artifacts when using ShadowVolumeSceneNode

The cube mesh is from Blender default starting scene. When I move the camera around these artifacts flicker. How to fix it? Sorry if this question has been asked many times, if find forum search difficult to use :(   scene::IAnimatedMeshSceneNode *cube = smgr->addAnimatedMeshSceneNode(smgr->getMesh(...
by AlexAzazel
Sat Jul 09, 2016 2:18 pm
Forum: Advanced Help
Topic: Strange behavior when running irrlicht at lo-res
Replies: 3
Views: 900

Re: Strange behavior when running irrlicht at lo-res

This is a restriction in Windows itself. You can't make smaller If you could change it in next versions it would be great but for now I think I could just cut screenshot and that will work, I'm just struggling to figure out what the exact size my windows is. What's the function that will getWindowR...
by AlexAzazel
Sat Jul 09, 2016 11:06 am
Forum: Advanced Help
Topic: Strange behavior when running irrlicht at lo-res
Replies: 3
Views: 900

Strange behavior when running irrlicht at lo-res

TL;Didn't read I can't create a window that is small like 80x80 or anything in that range or smaller apparently does set the y axis as I ask it to but it doesn't set the x axis smaller than some value. Why is that? Can I still do it in some other way? TL;Don't read When I set resolution dimensions ...
by AlexAzazel
Sun Jun 26, 2016 10:35 am
Forum: Beginners Help
Topic: Is unlock necessary if I'm doing drop? (IImage)
Replies: 6
Views: 662

Re: Is unlock necessary if I'm doing drop? (IImage)

Basically doesn't matter at all as unlock() was never used (it does exactly nothing). In trunk we even deprecated it and replaced lock/unlock by a getData() function. I will sound dumb but what is that trunk thing I keep hearing? I googled it and found a git repo that has no description other than ...
by AlexAzazel
Sat Jun 25, 2016 3:34 pm
Forum: Beginners Help
Topic: Is unlock necessary if I'm doing drop? (IImage)
Replies: 6
Views: 662

Is unlock necessary if I'm doing drop? (IImage)

When using IImage object, is using unlock after lock necessary if I'm doing drop anyways?
A trivial question but still interesting. I suspect it's not necessary.
by AlexAzazel
Fri Jun 24, 2016 6:49 pm
Forum: Advanced Help
Topic: get full pixel array from IImage instead of one at a time
Replies: 10
Views: 3304

Re: get full pixel array from IImage instead of one at a tim

Create a rt texture for example with: irr::video::ITexture * rt = videoDriver->addRenderTargetTexture(texdim, "rtTxt", irr::video::ECF_A8R8G8B8); As I checked, that already makes it slower than using IImage even when I create rt outside the game loop. By the way, is it possible to disable...
by AlexAzazel
Thu Jun 23, 2016 6:36 pm
Forum: Advanced Help
Topic: get full pixel array from IImage instead of one at a time
Replies: 10
Views: 3304

Re: get full pixel array from IImage instead of one at a tim

Earlier you mentioned
CuteAlien wrote: Slightly faster - render your result to a texture. And then use ITexture::lock().
What exactly do you mean?
by AlexAzazel
Tue Jun 21, 2016 5:29 pm
Forum: Advanced Help
Topic: get full pixel array from IImage instead of one at a time
Replies: 10
Views: 3304

Re: get full pixel array from IImage instead of one at a tim

Cast it to u8*. The format depends on what your texture format is, maybe it's rgba, maybe something else. Did it, thanks!   u8* source = (u8) image->lock();   Tutorial get's you started with shaders. When you have questions the forum always helps :-) Thank you very much. I'm thinking of going with ...
by AlexAzazel
Mon Jun 20, 2016 4:02 pm
Forum: Advanced Help
Topic: get full pixel array from IImage instead of one at a time
Replies: 10
Views: 3304

Re: get full pixel array from IImage instead of one at a tim

You can access IImage data by IImage::lock() void* source = image->lock(); And how do I use source now to access the data? And last solution which is a lot faster - work with shaders in all intermediate steps. They are more or less perfect for working with kernels. And that way you remove the slow ...
by AlexAzazel
Mon Jun 20, 2016 2:19 pm
Forum: Advanced Help
Topic: get full pixel array from IImage instead of one at a time
Replies: 10
Views: 3304

get full pixel array from IImage instead of one at a time

I'm planning to make a simulation in Irrlicht and I expect to have a high performance. What I need is taking screenshots for doing computation upon it at every frame. What I found out that could be done is demonstrated in the following pseudocode   video::IImage* image = driver->createScreenShot(); ...
by AlexAzazel
Wed Mar 09, 2016 8:44 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4362

Re: getSceneNodeAndCollisionPointFromRay works awfully

CuteAlien wrote: AlexAzazel, I've put your 3D model as well in my test-repository - I hope that's fine.
Absolutely.
by AlexAzazel
Mon Feb 29, 2016 7:33 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4362

Re: getSceneNodeAndCollisionPointFromRay works awfully

CuteAlien wrote: Maybe something in the model is strange.
Haha, wow. You know why? I made it and it was my first model. I only watched two 15 minute tutorials before making that. But that doesn't quite explain it until I know what exactly is wrong with the model.
by AlexAzazel
Sun Feb 28, 2016 7:58 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4362

Re: getSceneNodeAndCollisionPointFromRay works awfully

Thanks a lot CuteAlien . I knew I should have used 0 and 1. I'm just used to coding in Matlab and I forgot. Should I rest materials per every frame or should I make it once outside the game loop? And I'm bit confused where to put .cpp files. Is the naming of the folder "INCEPTUM" improper ...
by AlexAzazel
Wed Feb 24, 2016 6:55 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4362

Re: getSceneNodeAndCollisionPointFromRay works awfully

Hmm... mesh triangles too small to be collided? Good to know however :) I doubt that's the case, upper part of the mesh (ceiling of the tank) is really big and flat square and very often I couldn't click on it either even when camera was really close. I assume this might be a bug. At least it looks...