Hi,
I am using the createMeshWithTangents function to set my mesh up for using a normal map. The object has smoothing groups on it (well, it's all just one), but when I use that function on it, all of the edges are hardened. Is there a way to set the object to be completely smoothed again after, or ...
Search found 9 matches
- Fri Nov 25, 2005 1:46 am
- Forum: Beginners Help
- Topic: Create Tangent Mesh removes smoothing?
- Replies: 0
- Views: 136
- Fri Nov 25, 2005 12:54 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: tool for skybox-textures?
- Replies: 12
- Views: 5396
I highly recommend AutoStitch http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html
It works great. Just make sure your photos have a fair bit of overlap and some detail on every pic (overcast and pure blue skies don't work the greatest) but it will match them together perfectly. Once you've got ...
It works great. Just make sure your photos have a fair bit of overlap and some detail on every pic (overcast and pure blue skies don't work the greatest) but it will match them together perfectly. Once you've got ...
- Sat Nov 12, 2005 5:17 pm
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
- Sat Nov 12, 2005 5:14 am
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
Whee! I finally got things figured out. I highly recommend anyone learning about HLSL to check out this page: http://www.gamasutra.com/features/20030 ... el_pfv.htm
It helped me out a huge amount. I've worked my way to the specular section, tomorrow I'll check out bumpmapping
It helped me out a huge amount. I've worked my way to the specular section, tomorrow I'll check out bumpmapping
- Fri Nov 11, 2005 7:29 pm
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
Hmm, it appears that the rotation animator I had on the cube the shader was on was messing stuff up. If I take that off, it appears to work normally :?
I'm taking a step backwards (where I should have started in the first place) and trying something simpiler to start with. Below is the code I have ...
I'm taking a step backwards (where I should have started in the first place) and trying something simpiler to start with. Below is the code I have ...
- Fri Nov 11, 2005 5:19 pm
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
- Fri Nov 11, 2005 6:51 am
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
- Fri Nov 11, 2005 6:21 am
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
Never mind, I found the reinterpret_cast<f32*> function :)
Now, the next question is: what do I do to get the matViewProjection (I am creating my shader in RenderMonkey, actually, just tearing apart on of the included ones to see how they tick). Also what would the view_proj_martix be? I hope I'm ...
Now, the next question is: what do I do to get the matViewProjection (I am creating my shader in RenderMonkey, actually, just tearing apart on of the included ones to see how they tick). Also what would the view_proj_martix be? I hope I'm ...
- Fri Nov 11, 2005 5:44 am
- Forum: Beginners Help
- Topic: Irrlicht to Pixel/Vertex Shader
- Replies: 10
- Views: 839
Irrlicht to Pixel/Vertex Shader
Hi,
I'm new to C++, Irrlicht, and shader programming, so bear with me :)
I am trying to make a HLSL shader, and for starters, I'm just going to be telling the shader what the light colour, position, and such are in the shader call back event (getting info from the lights will come later). My ...
I'm new to C++, Irrlicht, and shader programming, so bear with me :)
I am trying to make a HLSL shader, and for starters, I'm just going to be telling the shader what the light colour, position, and such are in the shader call back event (getting info from the lights will come later). My ...