Search found 14 matches

by Nessie
Wed Apr 14, 2004 2:37 am
Forum: Advanced Help
Topic: LightMap... please help!
Replies: 10
Views: 1845

Well...

Do you want dynamic self-shadowing on a moving/animating object?
Do you want simple 'baked-in' lights for this object dependant on the lights around this object in the world (and the lights don't change...)?
Do you want to just bake some shadows in using a 3D package...and then place this ...
by Nessie
Wed Apr 14, 2004 2:31 am
Forum: Advanced Help
Topic: How to draw transparent 2D sprites?
Replies: 2
Views: 883

It seems to me that I had problems with textures having an alpha channel rendering correctly. Are you using openGL? DirectX?

In either, case the problem didn't seem too hard to fix. But, in general, I think IrrLicht could really use some work on the material system.
by Nessie
Wed Apr 14, 2004 2:27 am
Forum: Beginners Help
Topic: ignoring zbuffer
Replies: 2
Views: 680

Hmmm, and you need this for?

I know that with many First Person Shooters, guns for the first person player have a tendency to clip into walls, which is really nasty looking. Consequently, games like Quake end up using a depth hack to 'solve' the problem.

More specifically, I believe it's ...
by Nessie
Tue Apr 13, 2004 10:37 pm
Forum: Beginners Help
Topic: Quake 3 model
Replies: 3
Views: 509

As far as I know, .md3 files are not supported.
by Nessie
Mon Apr 12, 2004 1:06 am
Forum: Beginners Help
Topic: I want to be able to move mouse outside of game window
Replies: 4
Views: 908

Last I knew, not every IrrLicht demo does that.

Anyway, if you are talking about the FPS style demos, capturing the mouse and resetting the position to the center of the game window is a common feature in any FPS engine.

So, I'd imagine all you have to do is disable that feature, say like in ...
by Nessie
Fri Apr 09, 2004 3:43 pm
Forum: Open Discussion and Dev Announcements
Topic: z-buffer / w-buffer
Replies: 4
Views: 1072

Something like a 50/50 blend of a w-buffer and a z-buffer would be perfect, because you are right. z-buffers usually have far too much precision close up .....whereas, a w-buffer usually doesn't have enough close up and too much off in the distance.

Anyway, there's nothing stopping you from ...
by Nessie
Fri Apr 09, 2004 2:28 pm
Forum: Open Discussion and Dev Announcements
Topic: z-buffer / w-buffer
Replies: 4
Views: 1072

I haven't seen anything about w-buffers in IrrLicht.

As you've pointed out, a w-buffer ( 1/z ), will have much better resolution in the distance, because 1/z values are essentially linear.....whereas with a z-buffer, you end up with a lot of precision close up and not very much the further away you ...
by Nessie
Fri Apr 09, 2004 2:16 pm
Forum: Open Discussion and Dev Announcements
Topic: A handy feature...
Replies: 2
Views: 789

Right, I posted some code in the 'bug' section even though it wasn't exactly a bug. By setting the timeScale factor to 0 in the presented code, the engine can be made to be paused.

It would be easy enough to make pause/un-pause their own methods as well.
by Nessie
Fri Apr 09, 2004 2:12 am
Forum: Beginners Help
Topic: Displaying text
Replies: 5
Views: 1290

IGUIEnvironment* guienv = gDevice->getGUIEnvironment();

// If you keep a pointer to bulletStat you can just change the text when you want.
IGUIStaticText *bulletStat = guienv->addStaticText(L"", rect<int>(5,-2,640,38), false);

// set custom font...The irrLicht download contains a font generation ...
by Nessie
Fri Apr 09, 2004 2:06 am
Forum: Beginners Help
Topic: irrDriver->getFPS()
Replies: 5
Views: 934

Yes, enabling vsync will typically prevent your game from exceeding whatever the monitor refresh rate is.
by Nessie
Fri Apr 09, 2004 1:58 am
Forum: Beginners Help
Topic: Making a flashlight.
Replies: 2
Views: 565

I pasted your code into my application and it worked fine. Any other details? Such as, which is the line that causes the crash?

Of course, I'm going to assume you've initialized your flashlight variable to 0, false, etc. I did as well, and no crashes.

Otherwise, if it's a random value at game ...
by Nessie
Thu Apr 08, 2004 11:37 pm
Forum: Bug reports
Topic: rotated Particle nodes
Replies: 1
Views: 1853

Of course, I was looking into why the billboards don't exhibit this bug and I noticed the same thing in CBillboardSceneNode::render(). So, just by changing the 'facing camera' code with the simplified equivalent version, I noticed about a 2 fps increase in a scene that uses a lot of billboards just ...
by Nessie
Thu Apr 08, 2004 8:52 pm
Forum: Open Discussion and Dev Announcements
Topic: A better material framework
Replies: 9
Views: 2671

My opinion so far, after looking at IrrLicht for a couple of days now, is that materials are really the biggest weakness. I've only looked at the OpenGL implementation, but I have a couple of thoughts.

1)The code currently tries to minimize GL state changes, which is a good thing. I'd suggest that ...
by Nessie
Thu Apr 08, 2004 6:49 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature requests for Irrlicht 0.7
Replies: 64
Views: 12370

it a little bit boring to ear always the same thing...
-adding more format...
-adding a scene format...
- more tutorials...

tired with this stupid asking stuff... While I don't agree with your tone, I do agree with the content of your post.

Having the engine support every single format under the ...