Search found 11 matches
- 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 ...
- 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...
- Thu Oct 15, 2020 10:10 pm
- Forum: Advanced Help
- Topic: sampling 3D textures
- Replies: 2
- Views: 3164
Re: sampling 3D textures
All of the weird green lines and planes are unwanted artifacts
- 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,...
- 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
- Sun Oct 04, 2020 7:27 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 376824
Re: Post Your Irrlicht Screenshots / Render Here.
Dynamic Geometry
Ocean with LOD
https://photos.google.com/photo/AF1QipO ... gyTcWfWcM8
https://photos.google.com/photo/AF1QipP ... Ga-vPvLChW
edit: I'm too stupid to figure out how to post images here
Ocean with LOD
https://photos.google.com/photo/AF1QipO ... gyTcWfWcM8
https://photos.google.com/photo/AF1QipP ... Ga-vPvLChW
edit: I'm too stupid to figure out how to post images here
- 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...
- 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...
- 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...
- 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.
- 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...