Search found 1654 matches

by arras
Sat Aug 07, 2010 12:38 pm
Forum: Project Announcements
Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
Replies: 338
Views: 112881

Yes it is.
by arras
Fri Jun 04, 2010 9:59 am
Forum: Beginners Help
Topic: object a facing object b
Replies: 4
Views: 598

There is function core::vector3d<T>::getHorizontalAngle() which you can use. Despite its name it gives also vertical angle, not just horizontal (look at its source to see what it does). If it does not help for some reason, look here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32269&h...
by arras
Thu May 20, 2010 7:42 pm
Forum: Code Snippets
Topic: Animated Sprite Class +example
Replies: 36
Views: 21505

I looked in to code and checked example but everything seems to be correct. Can you send me your texture and part of code which handle it?

You can also try to replace texture in example I provided with your own and see if problem disappears or not.
by arras
Tue May 18, 2010 1:30 pm
Forum: Everything 2d/3d Graphics
Topic: Post your Irrlicht gameplay video here
Replies: 265
Views: 185295

Nice, is it something you were working on?
by arras
Tue May 18, 2010 9:03 am
Forum: Off-topic
Topic: Summer holyday tip :)
Replies: 6
Views: 1015

Yep, but I don't see there any contact, so I still take it for joke. But perhaps I did miss one :)
by arras
Tue May 18, 2010 7:50 am
Forum: Off-topic
Topic: Summer holyday tip :)
Replies: 6
Views: 1015

I think it is just a joke ...made me laugh in any case :)
by arras
Tue May 18, 2010 7:06 am
Forum: Off-topic
Topic: Summer holyday tip :)
Replies: 6
Views: 1015

Summer holyday tip :)

by arras
Sat May 15, 2010 5:38 pm
Forum: Beginners Help
Topic: How to make a mesh drawn in front of everything?
Replies: 8
Views: 596

So you need to render the geometry on top last, after the drawAll() call. Either use a second scene manager, or render the object manually.
That is probably best way (drawing it manually after everything else).

Sorry for that flag, there is none. I mus have been confusing some other engine.[/code]
by arras
Sat May 15, 2010 12:57 pm
Forum: Beginners Help
Topic: How to make a mesh drawn in front of everything?
Replies: 8
Views: 596

It should be possible by disabling depth buffer for that node. I never did it in Irrlicht however so somebody else might know more.

There is flag somewhere for depth buffer.
by arras
Sat May 15, 2010 7:41 am
Forum: Beginners Help
Topic: Lightning
Replies: 3
Views: 494

by arras
Sat May 15, 2010 7:31 am
Forum: Advanced Help
Topic: get a variable value from a shader
Replies: 2
Views: 799

No direct way probably but you can render those values. I often use pixel colour to display values I want to debug for example.
by arras
Sat May 08, 2010 8:05 am
Forum: Beginners Help
Topic: Changing a uniform shader variable on the fly?
Replies: 5
Views: 549

What about something like this, wouldn't it help? class ShaderMaterialControler : public video::IMaterialRenderer, public video::IShaderConstantSetCallBack { video::IMaterialRenderer *ShaderMaterialRenderer; const video::SMaterial *Material; public: ShaderMaterialControler(video::IVideoDriver *drive...
by arras
Tue May 04, 2010 7:31 pm
Forum: Advanced Help
Topic: [OPENGL]Can not use MultiTexture?
Replies: 6
Views: 976

This works for me, try it: class ShaderCallBack : public video::IShaderConstantSetCallBack { public: virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) { int texture0 = 0; services->setPixelShaderConstant("texture0", (float*)(&texture0), 1); int textu...
by arras
Sun May 02, 2010 4:26 pm
Forum: Beginners Help
Topic: Global rotation of joints
Replies: 51
Views: 3833

You may try to look at code I posted here: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=35341
It does something similar to what you need on normal scene nodes. But joints are type of scene nodes so it might work.[/url]
by arras
Sun Apr 11, 2010 6:57 am
Forum: Beginners Help
Topic: Blood on hit enemy
Replies: 4
Views: 684

One easy way that I am thinking about is to have two textures, one "normal", other "bloody". Than based on nearest vertex "been hit", set that vertex alpha and use EMT_SOLID_2_LAYER material or shader to show "bloody" texture at it. This might not work well (l...