Search found 43 matches

by yin nadie
Sun Sep 19, 2004 12:02 pm
Forum: Bug reports
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
Replies: 18
Views: 3880

Maybe it's the same problem, but it isn't the same procedure. In order to achieve different degrees of transparency in our gui, we used tga images with an alpha channel.

The makeColorKeyTexture function never failed me, but then, i never used it a lot because it didn't cover all my needs
by yin nadie
Sat Sep 18, 2004 11:41 pm
Forum: Bug reports
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
Replies: 18
Views: 3880

PUSH temporary_thread_about_some_screenshots I'll (actually we'll) post this project as soon as its webpage is finished. It shouldn't take more than ten or eleven days more (well, our web manager is a tad lazy - any extra delay will be his fault) PULL temporary_thread_about_some_screenshots I instal...
by yin nadie
Sat Sep 18, 2004 12:01 am
Forum: Bug reports
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
Replies: 18
Views: 3880

Risking to drive this off topic, i'll say: lots of thanks, Bal; a lot of time and effort has been put on these. I'm happy knowing it does actually show

Now, let's resume our regular topic
by yin nadie
Fri Sep 17, 2004 3:32 pm
Forum: Bug reports
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
Replies: 18
Views: 3880

Foncing 32 bit textures in DirectX did correct the EMT_TRANS... material using decals, and also repaired some of the worst problems with the menus, but... for some reason the terrain mesh lost its texture *sigh*

I'll investigate some more (and try the irrlichtNX for OpenGL)

thanks, Jox
by yin nadie
Fri Sep 17, 2004 2:18 pm
Forum: Bug reports
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
Replies: 18
Views: 3880

We-ell... I'm not completely sure we are talking about the same problem here. In order to explain myself better, here are two snapshots from one of my projects http://www.ilogicgames.com/nadie/res/snap7.jpg http://www.ilogicgames.com/nadie/res/snap8.jpg The fist one is rendered using OpenGL. The obj...
by yin nadie
Sun Sep 12, 2004 7:20 pm
Forum: Beginners Help
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL
Replies: 1
Views: 515

EMT_TRANSPARENT_ALPHA_CHANNEL

quote from changes.txt: The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented. at least tahat is what it says, but: in OpenGL the resulting rendering doesn't seem to use the alpha channel of the loaded texture, but make a new alpha channel from each pixel brightness, so the black p...
by yin nadie
Sun Sep 12, 2004 1:55 pm
Forum: Beginners Help
Topic: irrlicht array of structs
Replies: 1
Views: 190

try:

Code: Select all

quadMap[quadElement].unitID=unitID;
instead of:

Code: Select all

Quad *quadMapPointer=quadMap->pointer();
quadMapPointer[quadElement].unitID=unitID;
by yin nadie
Sun Sep 12, 2004 1:53 pm
Forum: Beginners Help
Topic: Pixel Shaders with OGL
Replies: 3
Views: 528

I've just noticed the same problem here with my radeon 9000. It looks like the OGL port will give everyone a good headache
by yin nadie
Sat Sep 11, 2004 2:17 pm
Forum: Open Discussion and Dev Announcements
Topic: Problem ( already ) with 0.7
Replies: 5
Views: 601

wow, that was frightening. I also compiled my 0.6 proyects only to discover that is would ignore all my input.

Correct me if i'm wrong, but... this change is documented in changes.txt? i didn't see it
by yin nadie
Mon Sep 06, 2004 12:46 am
Forum: Beginners Help
Topic: what does r200_makeX86Normal3fv mean?
Replies: 0
Views: 284

what does r200_makeX86Normal3fv mean?

i've been getting this message when starting an application. it appears to refer to the loading proccess of a ms3d mesh, but... i'd like to know what does it exactly mean and why do i get tis message: r200_makeX86Normal3fv/197 CVAL 0 OFFSET 14 VAL 406b0e60 r200_makeX86Normal3fv/198 CVAL 4 OFFSET 20 ...
by yin nadie
Thu Sep 02, 2004 12:09 am
Forum: Beginners Help
Topic: Visible Line3d
Replies: 1
Views: 214

oh, but there is, there is...

http://irrlicht.sourceforge.net/docu/cl ... r.html#a21

it is just a little hidden
by yin nadie
Thu Sep 02, 2004 12:05 am
Forum: Beginners Help
Topic: wchar_t from char conversion problem
Replies: 6
Views: 584

ow. I just remembered that i was meaning to post this in order to save some coders from the terrible migraine that only Window$ libraries can inflict upon you

oh, well

just write this somewhere:

#ifdef WIN32
#define swprintf _snwprintf
#endif

it has always worked for me
by yin nadie
Fri Jun 11, 2004 7:36 pm
Forum: Beginners Help
Topic: NPC chats and dialogs?
Replies: 2
Views: 334

for my RPG I had to code the bubbles using the gui::IGUIFont class as base. and since i am masochistic and want a bubble that is partially transparent (even the text), it seems i will have to code a lot more for the event handling... well, as i said i am completetely masochistic, and created my own ...
by yin nadie
Thu Jun 03, 2004 4:49 pm
Forum: Beginners Help
Topic: Intersection between two line3ds
Replies: 10
Views: 1888

i think i allowed the 'bad algebra' to confound me. [dx/x]=HUNT3R is right. His solution is much better
by yin nadie
Thu Jun 03, 2004 3:06 pm
Forum: Beginners Help
Topic: Intersection between two line3ds
Replies: 10
Views: 1888

oh, well. the ray-ray intersection in a 2d world is a completaly different question, and a really important one, since is the correct way to make a character collide ith the walls and floor in a 2d environment. Obvously two rays in a plane will always intersect, except when they are paralel rays, of...