Search found 1030 matches
- Tue Aug 02, 2022 9:30 pm
- Forum: Open Discussion and Dev Announcements
- Topic: latest branch
- Replies: 4
- Views: 2219
Re: latest branch
I like it. thanks for the help!
- Tue Aug 02, 2022 12:42 pm
- Forum: Open Discussion and Dev Announcements
- Topic: latest branch
- Replies: 4
- Views: 2219
Re: latest branch
this is the code I have been using
https://svn.code.sf.net/p/irrlicht/code/trunk
sounds like it is the latest so thanks!
on another note, is there a way to access the depth buffer in a shader?
https://svn.code.sf.net/p/irrlicht/code/trunk
sounds like it is the latest so thanks!
on another note, is there a way to access the depth buffer in a shader?
- Tue Aug 02, 2022 3:05 am
- Forum: Open Discussion and Dev Announcements
- Topic: latest branch
- Replies: 4
- Views: 2219
latest branch
I would like to use the development branch (latest and greatest 'in progress') build but it's difficult to know which is which on the downloads.
what is the branch furthest along in upgrades?
thanks,
what is the branch furthest along in upgrades?
thanks,
- Tue Jul 12, 2022 12:46 am
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
Re: IGE Editor
https://www.youtube.com/watch?v=3vdolxgAyzw added a terrain splatter shader with 5 textures. base 0 - similar to normal terrain texture - tiled over entire terrain base 1 - similar to normal terrain detailmap - tiled over entire terrain texture 2, 3 and 4 are mixed according to texture 5 - currently...
- Mon Jul 11, 2022 2:52 pm
- Forum: Beginners Help
- Topic: draw a rays or 3d line in an angle.
- Replies: 6
- Views: 522
Re: draw a rays or 3d line in an angle.
example use....... // example for getIn() type functions, to get a point some number of units in front of the object // just multiply the IN times distance and add it to the position virtual vector3df getPointLeft(float distance) { vector3df p = getAbsolutePosition(); p += distance * getLeft(); retu...
- Mon Jul 11, 2022 2:50 pm
- Forum: Beginners Help
- Topic: draw a rays or 3d line in an angle.
- Replies: 6
- Views: 522
Re: draw a rays or 3d line in an angle.
in case it is useful, here are a few functions I use... // returns the direction that the node is 'looking' vector3df IGE_Object::getIn() { if (getPrimarySceneNode()) { matrix4 mat = getPrimarySceneNode()->getRelativeTransformation(); vector3df in(mat[8], mat[9], mat[10]); in.normalize(); return in;...
- Sun Jul 10, 2022 11:38 am
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
Re: IGE Editor
thanks. it has been a long journey
- Sun Jul 03, 2022 1:12 pm
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
- Sat Jul 02, 2022 4:17 pm
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
Re: IGE Editor
another small video of the system. it's getting better all the time
https://www.youtube.com/watch?v=20zNdCpU0Mw&t=74s
https://www.youtube.com/watch?v=20zNdCpU0Mw&t=74s
- Wed Jun 29, 2022 12:01 am
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
Re: IGE Editor
please keep up the good work! Irrlicht is a fantastic engine and your work is sincerely appreciated. I will post more videos to help motivate
- Tue Jun 28, 2022 12:16 am
- Forum: Project Announcements
- Topic: IGE Editor
- Replies: 8
- Views: 2361
- Sun Jun 12, 2022 1:18 pm
- Forum: Advanced Help
- Topic: terrain normal
- Replies: 3
- Views: 2137
Re: terrain normal
sigh....i should have thought of that. thanks for the assist! working on vegetation and want to use the slope of the terrain to either prevent placement or maybe angle the veggies.
- Sun Jun 12, 2022 1:41 am
- Forum: Advanced Help
- Topic: terrain normal
- Replies: 3
- Views: 2137
terrain normal
What would be the best way to calculate the normal of the terrain triangle retrieved when using the x.z coordinates? for example, getHeight(x,z) returns the height of the triangle represented by the coordinates. I am wanting to grab the normal of that same triangle such as vector3df normal = terrain...
- Wed May 04, 2022 11:03 pm
- Forum: Beginners Help
- Topic: Blender to .X via Assimp
- Replies: 5
- Views: 431
Re: Blender to .X via Assimp
i was thinking, in blender delete everything except the model you want. then export to blend file and convert with assimp.
- Wed May 04, 2022 3:24 am
- Forum: Beginners Help
- Topic: Blender to .X via Assimp
- Replies: 5
- Views: 431
Re: Blender to .X via Assimp
I use assimp regularly with no issues. are you selecting only the model to export?