Search found 49 matches
- Tue Aug 01, 2006 11:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Python bindings, anyone?
- Replies: 47
- Views: 3981
dunno, i'm intrested in python myself. just stared to learn it but it seems do be dead-simple. since python bindings are available for a lot of other stuff it might be preety usefull. i'm currently messing around with panda3d since i'm not skilled enough to put my own game-framework together with c+...
- Thu Jul 27, 2006 9:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multitextureing fixed/shader?
- Replies: 12
- Views: 1069
- Thu Jul 27, 2006 2:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multitextureing fixed/shader?
- Replies: 12
- Views: 1069
what do you want to do with 8 parallel textures on eachother? :shock: for starters... terrain=) with 4 textures it's already hard to get a decent terrain. allows you to use only 2 real textures per terrain if you store the opacy in a seperate texture(with no lightmaps). using 8 you can use 3 textur...
- Wed Jul 26, 2006 5:36 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multitextureing fixed/shader?
- Replies: 12
- Views: 1069
- Wed Jul 26, 2006 2:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Multitextureing fixed/shader?
- Replies: 12
- Views: 1069
Multitextureing fixed/shader?
hi all, i just wondered what coding efforts one would have to make to get more textures per material. most graficcards support 8 textures per pass or at least 4 (if i remember this one right ) so (i imagine) it shouldn't be that hard to get 4 textures into irrlicht materials. are shaders also limite...
- Fri Jul 14, 2006 1:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: about terrains&normal-maps&image-quality..(just a id
- Replies: 0
- Views: 285
about terrains&normal-maps&image-quality..(just a id
since there seems to be quite some discussions about terrain renderes and such i thought i throw in another idea (which i didnt see so far in discussions related to this topic but might be intresting when it comes to performance/imagequality of rendered terrains). befor is start.. thats what i did i...
- Sat May 06, 2006 12:45 pm
- Forum: Off-topic
- Topic: Terrain-optimizing RangerMK2
- Replies: 22
- Views: 2013
someone still intrested in? spintz? i just recalled this thing due to some MMORPG stuff. if its about colition detection. couldn't this problem be solved with a little 2d-tricks? lets say we check the greyscale-value of the highmap+generic detailmaps to get the high and do the same a little left and...
- Wed Mar 29, 2006 8:45 pm
- Forum: Project Announcements
- Topic: Subcultures
- Replies: 5
- Views: 1146
- Fri Nov 11, 2005 6:26 pm
- Forum: Beginners Help
- Topic: Skeletal animation - one skeleton for all the meshes?
- Replies: 3
- Views: 389
.. you can work around this problem using milkshape. create your skeleton,animate it and save the whole thing as smd-animation vor halflive. now you can create several meshes and just import the skeleton, assign the bones and you will have the animation=). not that much additional work. but i would ...
- Wed Nov 02, 2005 11:00 pm
- Forum: Off-topic
- Topic: Blender smells
- Replies: 53
- Views: 3377
oh come on guys... you seriosly try to tell him that blender is great? you do as if there is any need to do. of course its great. one of the best. and most likely the best 4 free. ...if you aren't too lazy to read some tutorials. and i guess the guy starting the topic is one of those lazy ones. like...
- Mon Oct 31, 2005 11:34 pm
- Forum: Off-topic
- Topic: videocards
- Replies: 17
- Views: 1155
- Sat Oct 29, 2005 8:29 pm
- Forum: Bug reports
- Topic: Requests
- Replies: 8
- Views: 835
2. lool Plz Download OGRE. And look at reflexions. The image i pos it dosn't even do reflexion i don't see any sky box reflexcted ... And if you donload ogre please look at the quality of rendering too. not the skybox is reflected .. its the models texture (i guess sphere mapped). -create a spheric...
- Fri Oct 28, 2005 8:11 pm
- Forum: Beginners Help
- Topic: LOD?
- Replies: 8
- Views: 445
if you are talking about the thing i am thinking... try makin 3 different versions of your models (or more), code something that will get the distance between your camera and the model-node decide with the distance wich of the 3 models is displayed. should be easy to do withour modifiing sources. -p...
- Fri Oct 21, 2005 7:40 pm
- Forum: Advanced Help
- Topic: .X files and animations
- Replies: 3
- Views: 362
- Thu Oct 20, 2005 11:49 am
- Forum: Open Discussion and Dev Announcements
- Topic: OpenGL or DirectX ?
- Replies: 42
- Views: 3820
to come a little more back to topic: isn't viesta using dx 4 drwaing a 3d-desktop environment? -the nvidia page says somthing about geforceFX gards beeing viesta compatible.. well if everything below isn't-- if your os needs a high-end graka to work i can hardly imagine how much recources can be spa...