Search found 9 matches
- 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!
- 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.
Although, I don't know why pre-compiled binary works well if even the device is OpenGL.
- 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...
- 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)
I'll learn about shaders, bump mapping and derivative mapping. (I also must learn linguistically... haha)
- 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 ...
- 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, ...
- Wed Jan 02, 2019 3:13 pm
- Forum: Beginners Help
- Topic: Custom Scene Node Lighting
- Replies: 12
- Views: 1876
- 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) { ...
- 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...