Search found 9 matches

by Hotari
Thu Jan 31, 2019 11:26 am
Forum: Beginners Help
Topic: Multiple lights with XEffects
Replies: 5
Views: 2060

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: 2060

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: 2060

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 ...
by Hotari
Sun Jan 06, 2019 12:54 am
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 2592

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: 2592

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 ...
by Hotari
Wed Jan 02, 2019 11:39 pm
Forum: Beginners Help
Topic: Custom Scene Node Lighting
Replies: 12
Views: 2592

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: 2592

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: 2592

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: 2592

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 ...