Search found 163 matches
- Wed Nov 06, 2024 11:17 pm
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 102
Re: how to to obtain shadow volume every certain amount of frames?
OK, with svn trunk r6671 you have now IShadowVolumeSceneNode::setFreeze which has 3 options (don't freeze, freeze after update, freeze current shadow volumes). If you want more complex behavior, like update only every x frames, you have to do your own counter to freeze/unfreeze correspondingly. To ...
- Wed Nov 06, 2024 6:27 pm
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 102
Re: how to to obtain shadow volume every certain amount of frames?
Ouf, there's maybe some messed up tricks involving lightmanager and finding and removing and adding back the CShadowVolumeSceneNode, but if this is just for a profiling test I'd just modify the engine. Like add a frame counter in CMeshSceneNode and then check that in CMeshSceneNode::render() before...
- Wed Nov 06, 2024 4:28 pm
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 102
how to to obtain shadow volume every certain amount of frames?
is there any way to obtain shadow volume every certain amount of frames? for example, that every 5 frames recalculates the position, but that maintains the visual effect, that is to say, that when deactivating still remains the visual effect of the shadow. It can be with shadow volume or xeffects, I...
- Sat Oct 12, 2024 2:33 am
- Forum: Beginners Help
- Topic: How to use material colors?
- Replies: 4
- Views: 126
Re: How to use material colors?
What I have noticed, is that in irrEdit when loading a model with the color of the material a dark instead of full white, the texture of the material is darkened, however, changing the color of the property from the editor does not seem to affect it, giving me to understand that the changes need to ...
- Fri Sep 06, 2024 4:09 pm
- Forum: Everything 2d/3d Graphics
- Topic: How to convert a non-tileable texture to tileable texture
- Replies: 1
- Views: 205
Re: How to convert a non-tileable texture to tileable texture
Another way to produce a tileable texture is to use an image editor or Blender and use a mirror effect in an inversely proportional way https://i.ibb.co/3BHX9Sw/tileabletuto5.png https://i.ibb.co/qkJQqXV/tileabletuto6.png https://i.ibb.co/JmrTkFX/tileabletuto7.png In this case I used Blender, create...
- Fri Sep 06, 2024 1:23 am
- Forum: Everything 2d/3d Graphics
- Topic: How to convert a non-tileable texture to tileable texture
- Replies: 1
- Views: 205
How to convert a non-tileable texture to tileable texture
This method is simple, and works in most cases for 3d textures that are intended to be tileable. I will use the following image(cc0 license, created by me): https://i.ibb.co/qWk8Xfx/Metal003-baked-Realistic.png As you can see it is not yet tileable: https://i.ibb.co/Dp4p0JC/tiledtutorial1.png I will...
- Thu Aug 22, 2024 5:36 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: [VIDEO]export animation from Blender 2.79b to Irrlicht (b3d mode) and bake texture
- Replies: 8
- Views: 5003
Re: [VIDEO]export animation from Blender 2.79b to Irrlicht (b3d mode) and bake texture
maybe it will work with winechronologicaldot wrote: ↑Thu Aug 22, 2024 2:58 am fragMotion supports Game Studio .mdl ???? Wow! I haven't seen that format in ages.
Too bad fragMotion is only for Windows. As a Linux user, I sometimes feel like Irrlicht is still for the Windows platform all the tools were created for.
- Mon Aug 19, 2024 9:51 pm
- Forum: Off-topic
- Topic: Music from youtube 2
- Replies: 0
- Views: 400
- Mon Aug 19, 2024 4:51 am
- Forum: Off-topic
- Topic: Noghal - Dark Elysium - Game Design Document
- Replies: 11
- Views: 4832
Re: Noghal - Dark Elysium - Game Design Document
Squarefox wrote: ↑Sun Aug 18, 2024 11:53 amYou can publish them under any license you want.Noiecity wrote: ↑Sat Aug 17, 2024 3:10 pmf I made models based on your game design, under what license would it be available?Squarefox wrote: ↑Sat Aug 17, 2024 6:35 am Noghal is going to be Public Domain on 02.09.2024.
See https://www.squarefox.net/noghal .
- Sat Aug 17, 2024 3:10 pm
- Forum: Off-topic
- Topic: Noghal - Dark Elysium - Game Design Document
- Replies: 11
- Views: 4832
Re: Noghal - Dark Elysium - Game Design Document
f I made models based on your game design, under what license would it be available?Squarefox wrote: ↑Sat Aug 17, 2024 6:35 am Noghal is going to be Public Domain on 02.09.2024.
See https://www.squarefox.net/noghal .
- Fri Aug 16, 2024 3:17 am
- Forum: Everything 2d/3d Graphics
- Topic: Fix pixelization without active filters in-game
- Replies: 0
- Views: 421
Fix pixelization without active filters in-game
One of the first problems I encountered with irrlicht is that in directx, on three computers on which I have tested, when you add any filter, such as bilinear on models with UV textures, you see the UV seams, that is, the edges of the seams. In front of this problem you have three solutions, build a...
- Tue Aug 13, 2024 7:55 pm
- Forum: Beginners Help
- Topic: How to add normalmaps into animated mesh?
- Replies: 2
- Views: 314
Re: How to add normalmaps into animated mesh?
If you are lucky the format already creates a meshbuffer with tangents (I think .X format does, not sure about others). Then you have to ensure the normalmap is in texture 1 slot (slot 0 has diffuse). And materialType is EMT_NORMAL_MAP_SOLID, EMT_PARALLAX_MAP_SOLID, EMT_NORMAL_MAP_TRANSPARENT_VERTE...
- Tue Aug 13, 2024 2:37 pm
- Forum: Beginners Help
- Topic: How to add normalmaps into animated mesh?
- Replies: 2
- Views: 314
How to add normalmaps into animated mesh?
I plan soon to publish a robot rigged cc0 with animations in different formats, md2 and b3d, all good so far, but I do not know how to implement in normalsmaps code in animated geometry, has anyone experienced this? :cry: I have seen that you can convert geometry to tangent using "MeshConverter...
- Fri Aug 09, 2024 3:41 pm
- Forum: Off-topic
- Topic: performance of bitwise operators vs conventional methods
- Replies: 4
- Views: 517
Re: performance of bitwise operators vs conventional methods
Ah yes, -O3 is with g++ compiler. Visual studio tends to automatically create 2 compile targets called "debug" and "release" for new c++ projects. And release has all the typical optimizations. In general people work with debug for development (because debugging is easier) and r...
- Fri Aug 09, 2024 12:36 am
- Forum: Off-topic
- Topic: performance of bitwise operators vs conventional methods
- Replies: 4
- Views: 517
Re: performance of bitwise operators vs conventional methods
Slight risk the compiler will optimize away your "complex operation" as the result isn't used. Better to have one result variable on top and maybe print out at the end or something so it can't be removed. If it's not removed I'd rather suspect it's not compiled with optimizations. Also no...