Search found 11 matches

by Rusty Rooster
Sun Jun 04, 2023 12:58 am
Forum: Code Snippets
Topic: scrollbar with auto-sizing slider
Replies: 1
Views: 2248

Re: scrollbar with auto-sizing slider

Here's how I use it: ( Note that if I resize the form (getFormsHeight() result is changed, for example we expanded some widgets and made the form longer), the scrollbar slider will be auto-resized and repositioned to keep us looking at the same position in the form. ) Widget_EditArea::show() f32 lr ...
by Rusty Rooster
Sun Jun 04, 2023 12:42 am
Forum: Code Snippets
Topic: scrollbar with auto-sizing slider
Replies: 1
Views: 2248

scrollbar with auto-sizing slider

Hi guys, I modified CGUIScrollbar to resize the slider to account for the length of the scrolled form. So if the form is twice as long as the scrollbar, the slider will take up half the length of the scrollbar and so on. Note that I assume Min=0 in all cases and that Max represents the length of the...
by Rusty Rooster
Thu Oct 15, 2020 10:10 pm
Forum: Advanced Help
Topic: sampling 3D textures
Replies: 2
Views: 3164

Re: sampling 3D textures

Image

All of the weird green lines and planes are unwanted artifacts
by Rusty Rooster
Thu Oct 15, 2020 8:17 am
Forum: Advanced Help
Topic: sampling 3D textures
Replies: 2
Views: 3164

sampling 3D textures

Hi guys, I'm sampling a 128x128x64 texture and blending the results like so (in pixel shader) for raymarching:   f1= texture2D(myTexture, vec2(x,y,slice z).r; f2 =    texture2D(myTexture, vec2(x,y,slice z+1).r; f=(z-int(z))*f2+(1.0-z+int(z))*f1;   It works and looks pretty good as far as the volume,...
by Rusty Rooster
Sun Oct 04, 2020 9:30 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: irrlicht + AntiGrain vector graphics
Replies: 10
Views: 5016

Re: irrlicht + AntiGrain vector graphics

Anti Grain is a great library! I use it for everything
by Rusty Rooster
Sat Jun 20, 2020 8:14 pm
Forum: Advanced Help
Topic: Clipping at the Near Plane?
Replies: 1
Views: 2297

Clipping at the Near Plane?

Hi guys, If I set camera's near value to say 500 then use camera->getViewFrustum->getNearRightUp() etc to build a "Near Plane" out of 3d Lines It seems that the actual Z-clipping starts at Z=250, not Z=500.. I can see geometry that I thought would be clipped by the near plane. I'm not sure...
by Rusty Rooster
Wed Apr 22, 2020 6:01 pm
Forum: Advanced Help
Topic: Using Texture Matrix in shader
Replies: 1
Views: 1009

Using Texture Matrix in shader

Hi guys, What's the proper way to send a texture matrix to the vertex shader and access it? I have, say, a few nodes sharing a vertex buffer, ( with different indices, for LOD/tesselation), so I need to translate the texture so that it appears to cover multiple nodes. I want to do something like thi...
by Rusty Rooster
Sat Apr 11, 2020 9:32 pm
Forum: Code Snippets
Topic: Inifite plane using shaders
Replies: 0
Views: 5936

Inifite plane using shaders

Let's create an infinite plane that extends to the horizon. We can do it using shaders. It's a good example to study if you're trying to understand shaders and the whole Model->View->Projection->Divide by w thing. Tags: Homogenous Coordinates, Unproject IMPORTANT: To follow along with what's happeni...
by Rusty Rooster
Fri May 25, 2018 1:08 am
Forum: Beginners Help
Topic: GLSL shader doesn't work in RTT ?
Replies: 2
Views: 652

Re: GLSL shader doesn't work in RTT ?

Yes, setting col.a = 1.0 in the frag shader seemed to fix the problem. Thanks.
by Rusty Rooster
Thu May 24, 2018 7:18 pm
Forum: Beginners Help
Topic: GLSL shader doesn't work in RTT ?
Replies: 2
Views: 652

GLSL shader doesn't work in RTT ?

Hi, I am having trouble with OpenGL GLSL and Render Targets. In my case, a GLSL shader which works fine when we do a normal rendering doesn't work anymore when we render the same scene to a RenderTargetTexture. To test, I added the following code to the Irrlicht Shader tutorial (using the shaders pr...