Search found 447 matches

by Halan
Mon Sep 07, 2009 8:55 am
Forum: Code Snippets
Topic: Restart devices (resizing, etc. at runtime)
Replies: 5
Views: 3027

But the scene and all the loaded data will be lost anyways or not?
by Halan
Sun May 31, 2009 11:05 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Offline API Documentation
Replies: 4
Views: 3031

lol nearly every distro has a chm > html converter.

But I would like to see a html documentation in the next irrlicht release if possible.
by Halan
Wed May 06, 2009 12:24 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436010

Can the RTT bug with Nvidia and OpenGL be resolved somehow?
512x512 is a really small resolution
by Halan
Thu Apr 30, 2009 4:31 pm
Forum: Advanced Help
Topic: Plane normal
Replies: 9
Views: 1690

okay i didn't work on this for some time. My code looks like this: //! Calculate normal of the 4 ajusting planes (cross-product) irr::core::vector3df normals[4]; normals[0] = irr::core::vector3df(-1,-1, terrain->getHeight(Position(x,y) + pos)-terrain->getHeight(Position(x-1,y-1) + pos)) .crossProduc...
by Halan
Tue Mar 17, 2009 8:57 pm
Forum: Advanced Help
Topic: Plane normal
Replies: 9
Views: 1690

okay so ill try to do so. My last problem is i want a normal that faces up (z-Axis) but theoretically the normals could all face downwards...

edit: Oh there is plane2d. Thanks hybrid

edit2: well i guess you meant plane3d ;)
by Halan
Tue Mar 17, 2009 3:29 pm
Forum: Advanced Help
Topic: Plane normal
Replies: 9
Views: 1690

Alright. I know that you can do a cross-product with 2 vectors but how with a quad or triangle?
by Halan
Mon Mar 16, 2009 9:03 pm
Forum: Advanced Help
Topic: Plane normal
Replies: 9
Views: 1690

Plane normal

For my quad-based terrain node I need to calculate the normals. I am not much experienced with 3d-maths so I feel a bit lost. What I basically have is grid of vertices, that get rendered via QUADS (or later QUAD_STRIP). So I have 8 vertices surrounding each vertex. How can I calculate a normal (and ...
by Halan
Mon Mar 16, 2009 8:46 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436010

Ah okay. I still remember your old XEffects where it was touching the Materials. Awesome to hear that this is not the case anymore.

Keep on going BlindSide!
by Halan
Mon Mar 16, 2009 5:21 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436010

what I was wondering is how much passes do you need in total with all effect running: shadow map, bloom, SSAO

And can I use XEffects also if I have custom per-node shaders or will they conflict?

greets,
Halan
by Halan
Sun Mar 15, 2009 10:26 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht applies for Google Summer of Code participation
Replies: 22
Views: 18119

I would like to apply too. GLSL interests me a lot so I would like to write a Shader-Driven OpenGL 3.X / OpenGL ES 2.X video driver. As I would like have something for my own project too. I think this also would bring Irrlicht to the next level as soon Fixed-Function Pipelines becomes obsolete. I am...
by Halan
Sat Mar 14, 2009 4:38 pm
Forum: Advanced Help
Topic: GLSL
Replies: 2
Views: 773

try this: vec3 lightDir = gl_ModelViewMatrixInverse * vec4(mLightDir); Bc u have to transform the lightvektor into the same koordinate system as the Normal. I don't remeber if vec4(mLightDir) works. Maybe u have to use vec4(mLightDir, 1.0) or vec4(mLightDir, 0.0) don't remember one of the solution ...
by Halan
Sat Mar 14, 2009 1:45 am
Forum: Advanced Help
Topic: GLSL
Replies: 2
Views: 773

GLSL

Hey, I just made my first steps into GLSL. I wrote some code to calculate lighting myself just for fun. Sadly it only works properly with the right camera angle (90 degrees), but lighting should be camera independet. The people ##OpenGL told me the shader should be fine but it depens on my (irrlicht...
by Halan
Thu Mar 12, 2009 4:14 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht as Debian Package
Replies: 2
Views: 1422

As usual you can get the sourcepackage including all scripts with apt-get source libirrlicht1.5.

If you don't run a system with apt I can also zip the "debian"-folder and upload it somewhere.

greetings,
Halan
by Halan
Thu Mar 12, 2009 12:00 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht as Debian Package
Replies: 2
Views: 1422

Irrlicht as Debian Package

Hey, I managed to get an up to date version of irrlicht inside a .deb. If some ubuntu or debian people would be willing to test this I'd be very happy. Just follow the tutorial on my homepage: http://freakybytes.org/?e=49 greetings, Halan edit: The amd64 is still in a queue on the launchpad build se...
by Halan
Sun Jan 18, 2009 10:04 pm
Forum: Open Discussion and Dev Announcements
Topic: IrrExt - Is now up and running!
Replies: 34
Views: 108341

Hm Hybrid wrote that Klaskers GUI is now maintained in irrExt but there hasn't been any work on it since 9 months or so.

Please you guys take a look at my new new gui skin(http://irrlicht.sourceforge.net/phpBB2/ ... 383#175383) and maybe merge it with irrExt.

greetings,
Halan