Search found 9 matches

by Hotari
Thu Jan 31, 2019 11:26 am
Forum: Beginners Help
Topic: Multiple lights with XEffects
Replies: 5
Views: 1654

Re: Multiple lights with XEffects

Thank you so much!
by Hotari
Tue Jan 29, 2019 1:07 pm
Forum: Beginners Help
Topic: Multiple lights with XEffects
Replies: 5
Views: 1654

Re: Multiple lights with XEffects

I'll try to effort to modify the code.
Although, I don't know why pre-compiled binary works well if even the device is OpenGL.
by Hotari
Sat Jan 26, 2019 8:15 am
Forum: Beginners Help
Topic: Multiple lights with XEffects
Replies: 5
Views: 1654

Multiple lights with XEffects

Hello. I compiled example1 but a shadow of the last additional light was only drawn. OpenGL: http://i68.tinypic.com/2rqbzvo.png This doesn't happen in Direct3D9, only in OpenGL. Direct3D9: http://i68.tinypic.com/dz9nj6.png I did not change the example code. The ambient color also doesn't work. How d...
by Hotari
Sun Jan 06, 2019 12:54 am
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Re: Custom Scene Node Lighting

Thank you.
I'll learn about shaders, bump mapping and derivative mapping. (I also must learn linguistically... haha)
by Hotari
Thu Jan 03, 2019 5:50 pm
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Re: Custom Scene Node Lighting

I can draw 8 yellow lines, thanks to you, Mr.CuteAlien. Are you going to use a shader afterwards or are you going to rely on built-in irrlicht materials? I'm going to use built-in irrlicht materials on the node, not shaders. Should I use shaders? What is bump mapping different from setting material ...
by Hotari
Wed Jan 02, 2019 11:39 pm
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Re: Custom Scene Node Lighting

I tried this code,   #include <irrlicht.h>   using namespace irr; using namespace core; using namespace video; using namespace scene; using namespace gui; using namespace io;   IMeshBuffer* createMeshBufferWithTangents(IMeshBuffer* meshBuffer, IMeshManipulator* mnp, bool recalculateNormals = false, ...
by Hotari
Wed Jan 02, 2019 3:13 pm
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Re: Custom Scene Node Lighting

It's not a screenshot image but...

Screen Capture
by Hotari
Wed Jan 02, 2019 1:04 am
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Re: Custom Scene Node Lighting

Thank you. I heard a good thing. :D I corrected the code like this. I added this method,   IMeshBuffer* createMeshBufferWithTangents(IMeshBuffer* meshBuffer, IMeshManipulator* mnp, bool recalculateNormals = false, bool smooth = false, bool angleWeighted = false, bool calculateTangents = true) {     ...
by Hotari
Tue Jan 01, 2019 7:30 am
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 1876

Custom Scene Node Lighting

Hello. I want to draw a dynamic scene node in per-pixel lighting. I referred the tutorials and tried this.   #include <irrlicht.h>   using namespace irr; using namespace core; using namespace video; using namespace scene; using namespace gui; using namespace io;   class CSceneNode : public ISceneNod...