Search found 9735 matches
- Sun Nov 10, 2024 10:14 pm
- Forum: Beginners Help
- Topic: Render targets in emscripten
- Replies: 3
- Views: 127
Re: Render targets in emscripten
If you update to svn ogl-es [r6674] you can now remove those lines again if you did draw the RTT with drawTexture functions. I had hoped I could make clamp to edge default for 2D, but turns out that can break stuff, so now WebGL driver doing checks. Interestingly enough we already convert all other ...
- Sun Nov 10, 2024 1:06 am
- Forum: Beginners Help
- Topic: Render targets in emscripten
- Replies: 3
- Views: 127
Re: Render targets in emscripten
Sorry didn't try RTT's back then and it's been a few years since I experimented with emscripten. I just run a quick test and it seems emscripten will need either power of two textures (so like 128, 256, 512 etc) or CLAMP_TO_EDGE has to be set when drawing textures. As a workaround - either use a pow...
- Thu Nov 07, 2024 12:22 am
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 107
Re: how to to obtain shadow volume every certain amount of frames?
No problem :-) I think it's actually a quite useful feature.
- Wed Nov 06, 2024 11:09 pm
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 107
Re: how to to obtain shadow volume every certain amount of frames?
OK, with svn trunk r6671 you have now IShadowVolumeSceneNode::setFreeze which has 3 options (don't freeze, freeze after update, freeze current shadow volumes). If you want more complex behavior, like update only every x frames, you have to do your own counter to freeze/unfreeze correspondingly. To a...
- Wed Nov 06, 2024 5:41 pm
- Forum: Beginners Help
- Topic: how to to obtain shadow volume every certain amount of frames?
- Replies: 5
- Views: 107
Re: how to to obtain shadow volume every certain amount of frames?
Ouf, there's maybe some messed up tricks involving lightmanager and finding and removing and adding back the CShadowVolumeSceneNode, but if this is just for a profiling test I'd just modify the engine. Like add a frame counter in CMeshSceneNode and then check that in CMeshSceneNode::render() before ...
- Sat Nov 02, 2024 9:53 pm
- Forum: Beginners Help
- Topic: Issue with transitions
- Replies: 6
- Views: 204
Re: Issue with transitions
Just little update - I've not forgotten this. It's just that I've never done much with animation system, so I've spend time recently learning more about how it works. And some stuff in that code took me a while to figure out. Like I never knew the SSkinMeshBuffer is shared between all nodes and chan...
- Sun Oct 20, 2024 8:36 pm
- Forum: Beginners Help
- Topic: Issue with transitions
- Replies: 6
- Views: 204
Re: Issue with transitions
Sorry, I'm also failing so far. In theory what you do seems to kinda be how it might work. Just take care the new frame is inside the frame loop which is set. I couldn't reproduce the vanishing node. My problem is: I only get it working once. Further transition calls just switch directly to the new ...
- Sun Oct 20, 2024 11:26 am
- Forum: Beginners Help
- Topic: Compilation errors
- Replies: 2
- Views: 104
Re: Compilation errors
Isn't the full error longer? It should also give the line which is calling this function. My first guess is that you try to assing some non-string object to a string (edit: or to be more exact the pointer to a non-string object to a string). And yeah - I wish that Irrlicht function were written in a...
- Sun Oct 20, 2024 11:15 am
- Forum: Beginners Help
- Topic: Issue with transitions
- Replies: 6
- Views: 204
Re: Issue with transitions
Sorry, I tried to reproduce it a bit, but can't. So no idea what's going on. Crashes can have many reasons. Can you modify one of the Irrlicht examples to reproduce this? Also doesn't give debugger any more information about where it crashes? Can you recompile Irrlicht in debug for testing? Sadly I ...
- Tue Oct 15, 2024 10:09 am
- Forum: Beginners Help
- Topic: Illegal memory access then integrating ODE
- Replies: 4
- Views: 135
Re: Illegal memory access then integrating ODE
Compile in debug. I mean chances are very high this is problem in your code. But nothing anyone can help with without a real example. There's like a million things that can go wrong - this is not enough information to even start guessing.
- Mon Oct 14, 2024 9:39 pm
- Forum: Beginners Help
- Topic: Illegal memory access then integrating ODE
- Replies: 4
- Views: 135
Re: Illegal memory access then integrating ODE
Set a breakpoint and look at the value of the variables?
- Sat Oct 12, 2024 3:41 pm
- Forum: Beginners Help
- Topic: How to use material colors?
- Replies: 4
- Views: 126
Re: How to use material colors?
Yeah, same meaning in general, thought calculations might differ slightly. Note that Rough value can probably be translated to Shininess (my guess would be approximately Shininess = ((101-Rough)-0.5)*1.28). Never heard about Brilliance parameter, not sure about that one - maybe related to metallicit...
- Sat Oct 12, 2024 11:27 am
- Forum: Beginners Help
- Topic: How to use material colors?
- Replies: 4
- Views: 126
Re: How to use material colors?
Hm, I had similar question recently here: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=53033 But in short - these are all colors for the lighting model. So they _only_ are use when lighting is enabled (SMaterial::Lighting = true). Otherwise the only colors used by default are vertex colors ...
- Fri Oct 04, 2024 12:34 pm
- Forum: Advanced Help
- Topic: Add class to scene manager
- Replies: 3
- Views: 3449
Re: Add class to scene manager
When you get an error please always copy-paste the exact error.
- Sat Sep 28, 2024 3:37 pm
- Forum: Advanced Help
- Topic: How do I either resize static text OR draw static text to an ITexture?
- Replies: 4
- Views: 209
Re: How do I either resize static text OR draw static text to an ITexture?
OK, update svn trunk and IGUIListBox has the function now :)