Search found 34 matches
- Thu Nov 29, 2007 8:37 am
- Forum: Beginners Help
- Topic: Which Coordinate system in getRayFromScreenCoordinates
- Replies: 1
- Views: 471
Which Coordinate system in getRayFromScreenCoordinates
Hi everyone! Just a short question: Which coordinate system is the line specified in, which is returned by irr::scene::ISceneCollisionManager::getRayFromScreenCoordinates Is it the camera space or world space? The doc only says it starts at the camera position, but it would be interesting whether it...
- Wed Nov 07, 2007 9:05 pm
- Forum: Bug reports
- Topic: OpenGL Renderer bug 2 in 1
- Replies: 9
- Views: 1183
- Tue Nov 06, 2007 10:07 am
- Forum: Bug reports
- Topic: OpenGL Renderer bug 2 in 1
- Replies: 9
- Views: 1183
Don't use 3ds, the smoothing normals are not loaded. Use obj. I am not sure about the other error however. Are there any error messages in the console whilst running the app? PS: Does your shader require tangents? No I don't use tangents just normals. If it has to do with smoothing normals, why are...
- Thu Nov 01, 2007 4:51 pm
- Forum: Bug reports
- Topic: OpenGL Renderer bug 2 in 1
- Replies: 9
- Views: 1183
- Thu Nov 01, 2007 3:09 pm
- Forum: Bug reports
- Topic: OpenGL Renderer bug 2 in 1
- Replies: 9
- Views: 1183
I put up the code on my webspace.
The 3ds and textures are included. If you place it in examples of your Irrlicht dir it should compile out of the box.( replaces evt. existing 10.Shaders example).
I only run the code on Windows XP.
Your help would be greatly appreciated.
Thoran
The 3ds and textures are included. If you place it in examples of your Irrlicht dir it should compile out of the box.( replaces evt. existing 10.Shaders example).
I only run the code on Windows XP.
Your help would be greatly appreciated.
Thoran
- Thu Nov 01, 2007 9:22 am
- Forum: Bug reports
- Topic: OpenGL Renderer bug 2 in 1
- Replies: 9
- Views: 1183
OpenGL Renderer bug 2 in 1
I am running a small test program derived from example 10. All I do is loading a sphere from a 3ds file. This sphere should then be rendered using a v2 vertex-pixel-shader combo. Unfortunately I had to face really strongly diverging results using the OpenGL renderer. Running my code on a laptop with...
- Mon Oct 22, 2007 12:16 pm
- Forum: Irrlicht.NET
- Topic: Keyframe problem
- Replies: 1
- Views: 7715
- Tue Oct 09, 2007 10:11 am
- Forum: Irrlicht.NET
- Topic: Irrlicht.NET CP 0.8.1 Release candidate 1
- Replies: 0
- Views: 7384
Irrlicht.NET CP 0.8.1 Release candidate 1
From the Irrlicht.NET CP news: As you were told, the new 0.8.1 release candidate number Uno is presented. It consists of bugfixes and some improvements. For details, please, look at change log. Lester 08:13, 4 October 2007 (PDT) From this release on Irrlicht.NET CP follows the same schema as Irrlich...
- Tue Oct 09, 2007 10:08 am
- Forum: Beginners Help
- Topic: Get a copy of the .NET API ???*
- Replies: 1
- Views: 247
If you are interested in using Irrlicht with C# I recommend using Irrlicht.NET CP as support for the .NET API in Irrlicht itself has been dropped.
Silbermünze
Silbermünze
- Sun Sep 23, 2007 6:52 pm
- Forum: Advanced Help
- Topic: Problem with ShaderCallback and RenderMonkey Shaders
- Replies: 3
- Views: 667
I am trying something similar too at the moment ( see post ). Loading a Rendermonkey GLSL shader with Irrlicht. However I didn't get a reply yet. I didn't have a look at the bubble shader yet, but in most cases you only have to set the variables that are labeled uniform in the vertex/pixel shader af...
- Sat Sep 22, 2007 1:05 pm
- Forum: Beginners Help
- Topic: OpenGL high level shader setup with more than one texture
- Replies: 0
- Views: 649
OpenGL high level shader setup with more than one texture
I am currently trying to get my shader working in IrrlichtNETCP. However, as the mechanism within IrrlichtNETCP is the same as in Irrlicht, I post my question here. I have already seen the another post about multiple textures in shaders setup, which has not helped me resolve my problem so far. My qu...
- Wed Sep 19, 2007 8:22 am
- Forum: Advanced Help
- Topic: Render Monkey and FX Composer
- Replies: 9
- Views: 3343
Learning GLSL is a great Idea... Convert shaders from Rendermonkey to Irrlicht isn't hard.. mostly you have to make a long string out off the code, and pass it to a shader class... but its a little harder, to get the shadercallbavk poop to work the way you want it (especially if you pass more than ...
- Sun May 06, 2007 11:47 am
- Forum: Advanced Help
- Topic: Usage of Normals in Irrlicht
- Replies: 2
- Views: 404
Usage of Normals in Irrlicht
Hello everyone! Currently I amtrying to figure out how Irrlicht makes use of normals, meaning how they are stored for example for a mesh. Ideally I do want to implement a small function that visualizes the normals of a given mesh, so I can quickly evaluate whether the normals have been exported and ...
- Mon Apr 30, 2007 8:49 am
- Forum: Irrlicht.NET
- Topic: IDE
- Replies: 8
- Views: 2664
VS Express is only limited in the way, that it only generates debug binaries. You can overcome this with SharDevelop. Create your project in VS Express finishit, and compile again in SharpDevelop for release binaries. That's how I am doing it. Well currently I am still in tools development, so I did...
- Wed Mar 21, 2007 11:51 am
- Forum: Beginners Help
- Topic: Dimension of an Irrlicht Device
- Replies: 1
- Views: 224
Dimension of an Irrlicht Device
Hi everyone! I am currently working with a small example on Irrlicht.NET CP. However the problem is to my understanding Irrlicht-based. I want to know, if anyone knows, when I specify something like this: IrrlichtDevice device = new IrrlichtDevice(DriverType.OpenGL,new Dimension2D(640, 480),16, fals...