hm. can you give me more hints about that?
I´ve got some object models (e.g. trees) which have no lightning. And I have a player model moving around the world. So I will need a "static" lighnting for the objects and a "dynamic" way for the player model.
Search found 7 matches
- Tue May 17, 2016 5:48 am
- Forum: Beginners Help
- Topic: model lightning
- Replies: 2
- Views: 617
- Sat May 14, 2016 11:55 am
- Forum: Beginners Help
- Topic: model lightning
- Replies: 2
- Views: 617
model lightning
Hello Guys,
I´ve got a question regarding the model lightning. My level has a static lightning given by the q3 map format.
My question is, how is model lightning normally handled in such a case? I guess i´ll have to set up a dynamic light rotating around the model (3rd person char) and figure out ...
I´ve got a question regarding the model lightning. My level has a static lightning given by the q3 map format.
My question is, how is model lightning normally handled in such a case? I guess i´ll have to set up a dynamic light rotating around the model (3rd person char) and figure out ...
- Fri Apr 01, 2016 10:54 am
- Forum: Beginners Help
- Topic: Render order issue
- Replies: 3
- Views: 811
Re: Render order issue
You have to render the room before the sprite, or otherwise use the irrlicht material that write Z only on non-transparent points (just don't remember it now.. searching for it..
FOUND
EMT_TRANSPARENT_ALPHA_CHANNEL_REF
)
Ok, thank you.
How can I change the render order? Is it depending on ...
- Fri Apr 01, 2016 9:07 am
- Forum: Beginners Help
- Topic: Render order issue
- Replies: 3
- Views: 811
Render order issue
Hello folks,
i`ve got an issue with the render order as you can see in the Screenshot:
http://imgur.com/2qnB2oH
I´ve set up a custom node and on the material initialization i do the following:
Material.setTexture(0,driver->getTexture("../../media/char.png"));
Material.Wireframe = false ...
i`ve got an issue with the render order as you can see in the Screenshot:
http://imgur.com/2qnB2oH
I´ve set up a custom node and on the material initialization i do the following:
Material.setTexture(0,driver->getTexture("../../media/char.png"));
Material.Wireframe = false ...
- Tue Mar 22, 2016 8:26 am
- Forum: Beginners Help
- Topic: What level/world editor do you use ?
- Replies: 3
- Views: 1043
Re: What level/world editor do you use ?
I´m using Jackhammer http://jackhammer.hlfx.ru/en/ for q3 based maps with modified entities. It´s very similar to WorldCraft (Hammer). I get along more likely than with this modern 3d map editors.
- Thu Mar 17, 2016 9:03 am
- Forum: Beginners Help
- Topic: [closed] shader problem with multiple texture
- Replies: 2
- Views: 609
Re: shader problem with multiple texture
Thanks! That worked! 
- Wed Mar 16, 2016 10:11 pm
- Forum: Beginners Help
- Topic: [closed] shader problem with multiple texture
- Replies: 2
- Views: 609
[closed] shader problem with multiple texture
hello,
i´ve googled a lot and have read all the threads about this. But nothing works for me, so here´s my problem:
I cannot access a second, third.. texture within the shader. Only the first texture is being used :(
What I´ve got:
Shader Class
class ShaderMergeResults : public scene::ISceneNode ...
i´ve googled a lot and have read all the threads about this. But nothing works for me, so here´s my problem:
I cannot access a second, third.. texture within the shader. Only the first texture is being used :(
What I´ve got:
Shader Class
class ShaderMergeResults : public scene::ISceneNode ...