To get an effect like real HDR, you'll need to do some big modifications to irrlicht. You will need to change the render targets to be 32-Bit and floating point. You will need to remake all your textures into floating point formats (I believe DDS can do this, not difficult to add in). You'd then hav...
Hi, I have noticed that if I have a large mesh (I mean, very large) If all corners of its bounding box are ouside the frustum, it will cull, even though I am looking at the object itself. I tried changing the culling code in ::isCulled to the removed code (commented out) in the same method, but that...
the setVariable method is a member of the CD3DHLSLMaterialRenderer class, In a previous project where my shaders required information from a material, I would set the constant within the OnSetMaterial method, then recompile irrlicht to use it. My projects have only been D3D specific, so it worked pe...
This command doesn't exist, so I've been trying to re-create it by extracting the angles from the parents AbsoluteTransformation matrix and somehow combining them with the childs local rotation. The Matrix methods have ntohing to rotate a rotation vector. So I am kind of stuck at this point. Thanks,...
You need to tell the shader where the light is, since it would never know. In OnSetConstants do: services->setVertexShaderConstant("LightPosition", reinterpret_cast<irr::f32*>(&lpos), 3); Then in your shader at the top: float3 LightPosition; Then just call it in the vertex shader where...
nestumkiller, The height file contains a range of grey colours from 0 (black) to 255 (white) the intensity determines how high that pixel is. For example, fill the entire texture with black. then in white text write "Hello", then load up the parallax example. You'll see that the while text...