Search found 1030 matches

by Seven
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...
by Seven
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!
by Seven
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...
by Seven
Wed Sep 21, 2022 3:15 pm
Forum: Project Announcements
Topic: VR Surgery Simulator
Replies: 2
Views: 2002

Re: VR Surgery Simulator

very impressive!
by Seven
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!
by Seven
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!
by Seven
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!
by Seven
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?
by Seven
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...
by Seven
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])); //////////////////////////////////////////////////////////////////...
by Seven
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...
by Seven
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...
by Seven
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...
by Seven
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...
by Seven
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...