Search found 93 matches

by TheC
Thu Mar 08, 2007 7:42 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1147

Culling with Parents?

Hi, I have a grid of terrain "chunks" which are parented to one object (to easily rotate and position). When I rotate around the yaw to a value between 0 and 90 (43 in this case), the culling on the chunks becomes very strange. Below is a screenshot, the chunks appear to disappear in a lin...
by TheC
Thu Mar 08, 2007 6:42 pm
Forum: Advanced Help
Topic: Area between water and terrain effect?
Replies: 6
Views: 992

Check if the camera is below the water, then increase the fog range :)
by TheC
Wed Mar 07, 2007 7:07 pm
Forum: Game Programming
Topic: ISound error on 2D sounds
Replies: 2
Views: 1319

Its working now, thanks very much!
by TheC
Tue Mar 06, 2007 10:23 pm
Forum: Game Programming
Topic: ISound error on 2D sounds
Replies: 2
Views: 1319

ISound error on 2D sounds

Hi,

If I use the following code:

Code: Select all

ISound* S = engine->play2D(MySoundSource);
S->setIsPaused(true);
My application crashes (corrupt pointer style). The value returned is actually 0.

You can replicate this by just using one of the examples. It doesn't seem to happen with 3D sounds
by TheC
Mon Mar 05, 2007 4:40 pm
Forum: Off-topic
Topic: Databse & C++?
Replies: 23
Views: 1419

If you sell the product containing the MySQL libraries, you gotta pay. Its expensive :)

if OO isn't important, you can just use the MySQL library provided in their download.
by TheC
Wed Feb 28, 2007 5:27 am
Forum: Beginners Help
Topic: How to create Irricht Device inside C++ Windows from ?
Replies: 3
Views: 611

I haven't had a good experience with .NET and C++

I know C# has a Control.Handle method/variable. So you should use the C++ equivalent. You just need to get the HWND of the picturebox, or of the window or button that you are parenting irrlicht to.
by TheC
Tue Feb 27, 2007 2:00 am
Forum: Advanced Help
Topic: Sending Textures and Lightmap of BSP to Shader
Replies: 3
Views: 469

Lightmaps often use a second set of texture coordinates.

in HLSL, you specify the texture or sampler register of the lightmap, irrlicht handles the setting for you. I don't know what this is in a GL equivalent.
by TheC
Sun Feb 11, 2007 4:02 pm
Forum: Advanced Help
Topic: Fur Shader - Anyone?
Replies: 6
Views: 513

If you are using a multipass shader for the fur (like the rendermonkey or FX Composer demos), you'll have to add your own multipass support to irrlicht.
by TheC
Fri Feb 09, 2007 4:22 am
Forum: Advanced Help
Topic: HLSL - passing a texture
Replies: 4
Views: 320

Just apply the texture to the object and retrieve it like this:

sampler2D tex0 : register(s0);
sampler2D tex1 : register(s1);
by TheC
Fri Jan 26, 2007 4:42 pm
Forum: Advanced Help
Topic: projection
Replies: 9
Views: 887

you need to write a shader that does two scene passes. In pass one, you build a like projection matrix (like a camera projection matrix, but from the lights point of view) You then renderer that scene to texture. the PS output will be the "depth" of the pixel in the scene. In the second sc...
by TheC
Wed Jan 03, 2007 3:26 pm
Forum: Off-topic
Topic: Microsoft Visual C++ 2005
Replies: 8
Views: 929

I've found VS 2005 the best IDE and Compiler I've ever used :)
by TheC
Wed Jan 03, 2007 10:51 am
Forum: Off-topic
Topic: Microsoft Visual C++ 2005
Replies: 8
Views: 929

You need to:

Click Tools -> Options.
Expand Projects and Solutions.
Click VC++ Directories.
Use the top Righthand List to choose what type of directory you want to see (usually includes, libraries)

Use the icons below the list box to manage entries.
by TheC
Fri Dec 29, 2006 3:18 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht.... speed up rendering please.
Replies: 16
Views: 1354

DX based hardware buffers mean changing code that allows cross platform ability. It is much faster though. Shadowmapping would be nice, but this would be down to creating a shader yourself, since people would only then complain that the shader did not do X Y and Z. HDR and Bloom? Make it yourself, i...
by TheC
Tue Dec 19, 2006 9:00 am
Forum: Bug reports
Topic: [not a bug?] device->drop() and leaks
Replies: 11
Views: 882

I found the crash on mine when the destructors try to drop all the objects in the mesh cache. I haven't found out why its an issue, but its probably due to something being deleted and not removed from that list.
by TheC
Tue Dec 19, 2006 8:57 am
Forum: Beginners Help
Topic: b3d Node - Alpha problem
Replies: 15
Views: 1486

I have a vertex alpha'd terrain in the D3D driver, and it will not display correctly.

I've been trying to check the mesh loader, but the values returned seem to be correct. If I force the alpha to 0.5 when loading, I can see all the textures on all the layers :/