Search found 34 matches

by Silbermünze
Thu Nov 29, 2007 8:37 am
Forum: Beginners Help
Topic: Which Coordinate system in getRayFromScreenCoordinates
Replies: 1
Views: 460

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...
by Silbermünze
Wed Nov 07, 2007 9:05 pm
Forum: Bug reports
Topic: OpenGL Renderer bug 2 in 1
Replies: 9
Views: 1149

I want to mention that the uploaded code, currently doesn't use the shader, due to the follwoing code in line 494: if (vsFileName && psFileName && 0) { if you remove th " & 0" it should again use the shaders and not the EMT_SOLID anymore. Sorry for the inconvenience. In...
by Silbermünze
Tue Nov 06, 2007 10:07 am
Forum: Bug reports
Topic: OpenGL Renderer bug 2 in 1
Replies: 9
Views: 1149

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...
by Silbermünze
Thu Nov 01, 2007 4:51 pm
Forum: Bug reports
Topic: OpenGL Renderer bug 2 in 1
Replies: 9
Views: 1149

On my tests on OpenGL/Linux I only got whitescreens. I will try to test it on windows when I find some time. This is most likely due to a wrong media directory. Edit: Sorry, realized it too late that the following sentence is crap: "When all is white it means that the bounding sphere is not lo...
by Silbermünze
Thu Nov 01, 2007 3:09 pm
Forum: Bug reports
Topic: OpenGL Renderer bug 2 in 1
Replies: 9
Views: 1149

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
by Silbermünze
Thu Nov 01, 2007 9:22 am
Forum: Bug reports
Topic: OpenGL Renderer bug 2 in 1
Replies: 9
Views: 1149

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...
by Silbermünze
Mon Oct 22, 2007 12:16 pm
Forum: Irrlicht.NET
Topic: Keyframe problem
Replies: 1
Views: 7278

As far as I can see(deriving from the Irrlicht doc), the method for retrieving the frame count is to be determined through: engineMesh = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("animation.x")); AnimatedMesh am = engineMesh.GetMesh(); int count= am.FrameCount However the FrameCount prope...
by Silbermünze
Tue Oct 09, 2007 10:11 am
Forum: Irrlicht.NET
Topic: Irrlicht.NET CP 0.8.1 Release candidate 1
Replies: 0
Views: 6898

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...
by Silbermünze
Tue Oct 09, 2007 10:08 am
Forum: Beginners Help
Topic: Get a copy of the .NET API ???*
Replies: 1
Views: 225

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
by Silbermünze
Sun Sep 23, 2007 6:52 pm
Forum: Advanced Help
Topic: Problem with ShaderCallback and RenderMonkey Shaders
Replies: 3
Views: 651

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...
by Silbermünze
Sat Sep 22, 2007 1:05 pm
Forum: Beginners Help
Topic: OpenGL high level shader setup with more than one texture
Replies: 0
Views: 640

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...
by Silbermünze
Wed Sep 19, 2007 8:22 am
Forum: Advanced Help
Topic: Render Monkey and FX Composer
Replies: 9
Views: 3282

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 ...
by Silbermünze
Sun May 06, 2007 11:47 am
Forum: Advanced Help
Topic: Usage of Normals in Irrlicht
Replies: 2
Views: 381

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 ...
by Silbermünze
Mon Apr 30, 2007 8:49 am
Forum: Irrlicht.NET
Topic: IDE
Replies: 8
Views: 2541

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...
by Silbermünze
Wed Mar 21, 2007 11:51 am
Forum: Beginners Help
Topic: Dimension of an Irrlicht Device
Replies: 1
Views: 211

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...