I really dont know but it seems that solid uses only one texture. maybe this post will help?
viewtopic.php?f=7&t=50202
Search found 1030 matches
- Wed Feb 15, 2023 5:22 pm
- Forum: Beginners Help
- Topic: Sampling different material layers for shaders
- Replies: 10
- Views: 1457
- Sun Dec 04, 2022 4:52 am
- Forum: Off-topic
- Topic: Game Programming School
- Replies: 4
- Views: 3634
Re: Game Programming School
I have now taken the plunge into creating my own Vulkan engine. I don't expect it to rival the big names, but the experience so far has been pleasant (I have my 900 lines of code colored triangle completed). Although I truly love Irrlicht and have created some nice things with it, I am looking forwa...
- Mon Nov 07, 2022 10:03 pm
- Forum: Advanced Help
- Topic: Shader compilation text
- Replies: 1
- Views: 1985
Re: Shader compilation text
sigh. never mind. ELL_DEBUG. nuff said.........
- Mon Nov 07, 2022 9:54 pm
- Forum: Advanced Help
- Topic: Shader compilation text
- Replies: 1
- Views: 1985
Shader compilation text
Assuming that a shader that I am adding using getGPU()->addHighLevelShaderMaterialFromFiles has errors in it ( which is a solid assumption on most of my shaders) how do I get the shader program errors to print out. It seems like they used to do that before but I must have changed a setting. it seems...
- Wed Nov 02, 2022 4:22 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2141
Re: particle transparency
btw, you do a fantastic thing by always being available for these silly questions. It is greatly appreciated!
- Wed Nov 02, 2022 1:40 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2141
Re: particle transparency
hehehe, you gotta love Diablo. As you can see, my first gui attempt is remarkably similar to Diablo's. The gui is much more difficult than I would have imagined. Not the gui itself, but how to get everything interacting properly. So far it looks good. drag and drop works, moving from inventory to wo...
- Wed Nov 02, 2022 3:12 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2141
- Wed Nov 02, 2022 3:01 am
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2141
Re: particle transparency
sorry, found the trouble in another part of my code causing this issue. thanks for the push though
- Tue Nov 01, 2022 11:04 pm
- Forum: Advanced Help
- Topic: particle transparency
- Replies: 8
- Views: 2141
particle transparency
having trouble with particle transparency using this code...particles appear with texture, but no transparency? is there another setting that I need to enable? using fire.bmp as the texture. virtual void createSceneNodes() { IGE_Object::createSceneNodes(); vector3df scale = getAbsoluteScale() + getS...
- Sat Oct 29, 2022 9:58 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 1492
Re: OpenGL Renderer crashes when I delete anything
I believe you are more correct but the debug printf's help me regularly. I had also thought maybe a dll version issue. maybe irrlicht was debug but app is release or such. hard to know without more code i think.
- Sat Oct 29, 2022 5:59 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 1492
Re: OpenGL Renderer crashes when I delete anything
although the debugger is a great tool, I also use printf statements regularly for debugging even in release mode using a _DEBUG define #define IGE_DEBUG_ENABLED #ifdef IGE_DEBUG_ENABLED #define IGE_LOG(x) printf("%s", stringc(x).c_str()); #else #define IGE_LOG(x) // compiles to nothing if ...
- Thu Oct 27, 2022 4:57 pm
- Forum: Beginners Help
- Topic: OpenGL Renderer crashes when I delete anything
- Replies: 15
- Views: 1492
Re: OpenGL Renderer crashes when I delete anything
i am not sure but i'll take a guess....
how does the EventHandler::GetEvents() know that you deleted one of the events?
you seem to be looping through a list? but that list is being changed during the loop so the iterator might be getting confused?
how does the EventHandler::GetEvents() know that you deleted one of the events?
you seem to be looping through a list? but that list is being changed during the loop so the iterator might be getting confused?
- Sat Oct 22, 2022 2:39 am
- Forum: Beginners Help
- Topic: How do I detect mouse clicks?
- Replies: 4
- Views: 555
Re: How do I detect mouse clicks?
sorry for the length of code posted, but this is one of the things that I use extensively. the application, the levels, the game objects and the gui stuff all make very heavy use of this and it allows me to let even game objects be aware of events as they come in. for example, if the screen is resiz...
- Sat Oct 22, 2022 2:36 am
- Forum: Beginners Help
- Topic: How do I detect mouse clicks?
- Replies: 4
- Views: 555
Re: How do I detect mouse clicks?
example use : derive myApplication class from IGE_EventHandler. set the application instance as the primary event receiver. the application instance receives all events and parses them into function calls. if myLevel class wants events too, then it is derived from IGE_EventHandler and registers with...
- Sat Oct 22, 2022 2:28 am
- Forum: Beginners Help
- Topic: How do I detect mouse clicks?
- Replies: 4
- Views: 555
Re: How do I detect mouse clicks?
here is the eventhandler that I use. It parses all events into function calls. anything that can receive events is then derived from this class and I override the individual function calls as needed . #pragma once #include "_IGE_Defines.h" #include "_IGE_Utils.h" /* * parse SEven...