Search found 93 matches

by TheC
Mon May 28, 2007 11:42 am
Forum: Everything 2d/3d Graphics
Topic: 3DS max bone problem
Replies: 13
Views: 3450

3DS files don't support skinned animations.

You can get a B3D exporter for Max 6.

If you go to the Microsoft website and get the DirectX SDK, it should install a Max plugin to export to .X, it works a treat :)
by TheC
Mon Mar 26, 2007 7:06 pm
Forum: Game Programming
Topic: Sound Reloading issue.
Replies: 11
Views: 2663

It doesn't, since I have no way of telling that the sound is already loaded. I wouldn't need to worry about that if I could free the sound in the first place.

I don't understand why there isn't an option to free the sound? When making a demo its fine without it, but in an actual game its important.
by TheC
Tue Mar 20, 2007 2:50 pm
Forum: Beginners Help
Topic: Pass texture3d to shader
Replies: 2
Views: 536

You can pass two texture coords by using irr::video::S3DVertex2TCoords.

To get a 3D texture into your shader, you'll need to add the correct code to the driver you are using. Probably a DDS loader to load the 3D texture.
by TheC
Fri Mar 16, 2007 6:42 pm
Forum: Game Programming
Topic: Sound Reloading issue.
Replies: 11
Views: 2663

The issue is, my application is going to load different sounds when it changed level.

If the same sound is in the level file, it won't work.

Also, if I cannot remove sounds, after a while of playing, the amount of RAM used will be huge.
by TheC
Thu Mar 15, 2007 7:34 pm
Forum: Game Programming
Topic: Sound Reloading issue.
Replies: 11
Views: 2663

There should be an option to remove caching, since it is a serious problem with meshes and textures. You think you've changed level, but the old level still exists in the RAM. The same must not be happening for sounds. If I remove the drop() call, it won't play the sound again if I try to re-use it,...
by TheC
Thu Mar 15, 2007 12:29 pm
Forum: Game Programming
Topic: Sound Reloading issue.
Replies: 11
Views: 2663

My system is designed in such a way that it doesn't know it needs to reload it, it just does.

I would assume that engine->playxD would grab the sound. If I wait for it to end, it still crashes.
by TheC
Wed Mar 14, 2007 10:56 pm
Forum: Game Programming
Topic: Sound Reloading issue.
Replies: 11
Views: 2663

Sound Reloading issue.

If you modify the hello world example to read this in the mail loop: do { printf("Press any key to play some sound, press 'q' to quit.\n"); // play a single sound ISoundSource* Snd = engine->addSoundSource("../../media/bell.wav"); engine->play2D(Snd); Snd->drop(); } while(getch()...
by TheC
Mon Mar 12, 2007 11:02 pm
Forum: Beginners Help
Topic: HLSL shader question
Replies: 1
Views: 273

You need to set them in the OnSetConstants callback. Check out the Shaders example for that.
by TheC
Fri Mar 09, 2007 9:47 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

I will do, thanks
by TheC
Fri Mar 09, 2007 9:36 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

TransformBoxEx works great, thanks! :D

I'd rather have "under culling" than "over culling", that way, problems aren't visible :)

Once again, thank you!
by TheC
Fri Mar 09, 2007 8:06 pm
Forum: Open Discussion and Dev Announcements
Topic: Texture Sizes
Replies: 5
Views: 837

Texture Sizes

I was wondering how non-standard textures are stored in the video memory. If I have a 700x700 texture, will the video card store it at that size, or as a 1024x1024 texture?
by TheC
Fri Mar 09, 2007 7:59 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

I don't want to mess with the FoV, but, could I scale the frustum within irrlicht? I could scale the bounding box for the frustum.
by TheC
Fri Mar 09, 2007 4:40 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

I'm not messing with the camera, its how it is by default.

The mesh is custom. Its just 5 verts, and scaled, with the parent rotated.

The driver is DX, but the culling code is in the scene manager, so its device independant.
by TheC
Fri Mar 09, 2007 1:53 am
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

This is a custom model.

the reason the boxes are so high is because I added an extra vertex to make them that high, just because it would be difficult to seem them if they are flat.

Even if I removed it, this still happens.
by TheC
Thu Mar 08, 2007 9:16 pm
Forum: Advanced Help
Topic: Culling with Parents?
Replies: 15
Views: 1233

I'm using irrlicht 1.1, these are "AnimatedMeshSceneNode"'s but they are static.

The green outlines are the bounding boxes, and they are correct. The problem must be with the default culling code. I cannot find out where it is going wrong though.