Search found 1030 matches
- Sat Oct 22, 2022 2:19 am
- Forum: Beginners Help
- Topic: How do I detect mouse clicks?
- Replies: 4
- Views: 555
Re: How do I detect mouse clicks?
derive something from IEventReceiver set it as the event receiver and detect the mouse event during the OnEvent(const SEvent & e) call. class myEventHandler : public IEventReceiver { public: virtual bool OnEvent(const SEvent &e) { switch (e.EventType) { case EEVENT_TYPE::EET_MOUSE_INPUT_EVEN...
- Thu Oct 06, 2022 5:14 pm
- Forum: Advanced Help
- Topic: custom scenenode
- Replies: 2
- Views: 1965
Re: custom scenenode
Unbelievable. Sigh. You have no idea how much hair I pulled out in this one. Thanks again for all your help!
- Thu Oct 06, 2022 2:09 pm
- Forum: Advanced Help
- Topic: custom scenenode
- Replies: 2
- Views: 1965
custom scenenode
I now have 3 days invested in this. sigh...... Looking for some help with my custom scenenode please. I am trying to create a terrain editor brush gizmo that sets itself to the height of the terrain. I have posted a lot of code so sorry about that derived from IMeshSceneNode and utilizes Mesh = Scen...
- Wed Sep 21, 2022 3:15 pm
- Forum: Project Announcements
- Topic: VR Surgery Simulator
- Replies: 2
- Views: 2002
Re: VR Surgery Simulator
very impressive!
- Fri Aug 26, 2022 2:34 am
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
interesting. I will look into that, thanks!
- Fri Aug 19, 2022 11:45 pm
- Forum: Competition Time!
- Topic: Indie Game Jam 2022 (Prizes)
- Replies: 5
- Views: 3341
Re: Indie Game Jam 2022 (Prizes)
thanks for the info!
- Wed Aug 17, 2022 5:15 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
thanks for the heads up!
- Sun Aug 14, 2022 2:06 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
thanks for all the help! I now have things working as desired.
in the shader system I have, I currently have to paste the lighting and fog code into each shader. is it possible to use a #include statement inside the shaders for irrlicht so i can have a single lighting / fog file?
in the shader system I have, I currently have to paste the lighting and fog code into each shader. is it possible to use a #include statement inside the shaders for irrlicht so i can have a single lighting / fog file?
- Sat Aug 06, 2022 9:31 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
gotcha. It seems we still think alike so I feel I am on the right track. I create a shader instance for each object and then store the object instance inside the shader class so that I have access to the scenenode (as well as the lights, fog etc... though the object and into the level instance). I w...
- Fri Aug 05, 2022 10:52 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
#version 120 /////////////////////////////////////////////////////////////////////////////////// // bind all 8 textures in case we want to use them // how to access the textures vec4 col0 = texture2D(Texture0, vec2(gl_TexCoord[0])); //////////////////////////////////////////////////////////////////...
- Fri Aug 05, 2022 10:52 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
#version 120 ////////////////////////////////////////////////////////////////////////////////// // uniforms are passed to the shader from the IShaderConstantSetCallBack ////////////////////////////////////////////////////////////////////////////////// uniform mat4 mWorldViewProj; // uniform mat4 mT...
- Fri Aug 05, 2022 10:49 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
maybe I am doing it wrong. I dont use the material variables at all in the shader, I send them all through the onsetconstants() function. for example , one of my lit shaders with 8 textures. (the whole stringtoFloat() and such is just my own nonsense for having exposed variables for the scripting la...
- Fri Aug 05, 2022 9:53 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
seems we think alike. I am doing something similar to what you have but on a per object case. basically I have a shadermanager that creates shaders and then use node->setmaterialType() as needed inside the game objects. (curently have a base shadertype in each obejct but can set the current shader a...
- Fri Aug 05, 2022 3:44 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Re: Shader Base Material
perfect. I solved my issue. thanks for the help. are there any examples of using multiple shaders on one scenenode? last but not least, is the overridematerial useful for something like when selecting an object it would be nice to have a shader that runs to show it selected. (i currently use debugin...
- Thu Aug 04, 2022 6:35 pm
- Forum: Advanced Help
- Topic: Shader Base Material
- Replies: 18
- Views: 3484
Shader Base Material
When using my own shader, is is accurate to think that I could use only the EMT_SOLID or EMT_TRANSPARENT_ADD_COLOR(or variation of transparent) as the 'base' material in order to have the system sort / render correctly? for example, using EMT_DETAIL_MAP would be the same as using EMT_SOLID and would...