Search found 163 matches

by Noiecity
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 ...
by Noiecity
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...
by Noiecity
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...
by Noiecity
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 ...
by Noiecity
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...
by Noiecity
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...
by Noiecity
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

chronologicaldot 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.
maybe it will work with wine
by Noiecity
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 am
Noiecity wrote: Sat Aug 17, 2024 3:10 pm
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 .
f I made models based on your game design, under what license would it be available?
You can publish them under any license you want.
Image
by Noiecity
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

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 .
f I made models based on your game design, under what license would it be available?
by Noiecity
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...
by Noiecity
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...
by Noiecity
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...
by Noiecity
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...
by Noiecity
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...