Search found 1030 matches

by Seven
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!
by Seven
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?
by Seven
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,
by Seven
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...
by Seven
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...
by Seven
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;...
by Seven
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 :)
by Seven
Sun Jul 03, 2022 1:12 pm
Forum: Project Announcements
Topic: IGE Editor
Replies: 8
Views: 2361

Re: IGE Editor

I get mode of my models at https://arteria3d.myshopify.com/ and use IrrAssimp for loading.

.
by Seven
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
by Seven
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 :)
by Seven
Tue Jun 28, 2022 12:16 am
Forum: Project Announcements
Topic: IGE Editor
Replies: 8
Views: 2361

IGE Editor

Video showing IGE Editor in action.......

https://youtu.be/SqU0UmawDkQ
by Seven
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.
by Seven
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...
by Seven
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.
by Seven
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?