Search found 43 matches

by Paddon
Mon May 14, 2007 1:29 pm
Forum: Advanced Help
Topic: GLSL Implementation
Replies: 8
Views: 726

I am still having problems getting this to work. I will post my main method, my shader callback and my shader programs. It is not doing nearly what it should. I believe the cubs should be red and half transparent. Shader.h /* * shader.h * VisApp2 * * Created by Jeff Paddon on 11/05/07. * Copyright 2...
by Paddon
Fri May 11, 2007 6:31 pm
Forum: Advanced Help
Topic: GLSL Implementation
Replies: 8
Views: 726

Yes, I understand that I cannot assign a variable in the cpu, but I don't think I understand how I use the variable I define as uniform. eg uniform vec4 color void main(){ gl_FragColor = color; } Now in main.cpp do I just do something like this setPixalShaderConstant(color, 'value', 4) will that ass...
by Paddon
Fri May 11, 2007 2:55 pm
Forum: Advanced Help
Topic: GLSL Implementation
Replies: 8
Views: 726

Ok so this is what I have so far, it is not working though, can anyone see why? Vertex Shader: void main() { vec3 normal, lightDir; vec4 diffuse; float NdotL; normal = normalize(gl_NormalMatrix * gl_Normal); lightDir = normalize(vec3(gl_LightSource[0].position)); NdotL = max(dot(normal, lightDir), 0...
by Paddon
Fri May 11, 2007 2:13 pm
Forum: Advanced Help
Topic: GLSL Implementation
Replies: 8
Views: 726

ok I think I understand... so how do I, then, load the shaders if I do not use the shader callback class (it seems I do not need it for my purposes)
by Paddon
Fri May 11, 2007 1:52 pm
Forum: Advanced Help
Topic: GLSL Implementation
Replies: 8
Views: 726

GLSL Implementation

Hey all, I am using the Irrlicht3D engine to develop a Visualization application for my current research. However, since I am developing on a mac I am using OpenGL rendering with Irrlicht. I have written my own, basic shader to use with irrlicht but I am not quite sure how I communicate from within ...
by Paddon
Thu May 10, 2007 3:45 pm
Forum: Beginners Help
Topic: How primitive are the primitive Scene nodes in Irrlicht?
Replies: 3
Views: 241

Yea it won't be. So I have decided to learn GLSL. Upon thinking about it some of the future plans for my VisApp will require some sort of computationally intensive graphics and knowing how to program my own shaders will prove useful. I suppose looking for an easy way out is not always the answer hah...
by Paddon
Thu May 10, 2007 2:02 pm
Forum: Beginners Help
Topic: How primitive are the primitive Scene nodes in Irrlicht?
Replies: 3
Views: 241

How primitive are the primitive Scene nodes in Irrlicht?

Hey all, I was wondering, I want to take the irrlicht primatives (Sphere scene node and Cube scene node) and change their color and/or transparencies without using shaders or textures in an attempt to speed up my program and also because I do not know how to write shaders. If this wasn't possible do...
by Paddon
Wed May 09, 2007 4:21 pm
Forum: Beginners Help
Topic: Quick addSphereNode() Question
Replies: 4
Views: 168

Yea I just figured that was what you meant after I poseted.

That is definatly what is wrong because i am using the irrlicht-1.0 sdk that is on this site. I think I got it now, thanks a lot.
by Paddon
Wed May 09, 2007 4:16 pm
Forum: Beginners Help
Topic: Quick addSphereNode() Question
Replies: 4
Views: 168

I am using the following headers:

#include <irrlicht.h>
#include <iostream>
#include <OpenGL/OpenGL.h>
#include <sys/stat.h>

Is there another header I should include when using these primitives?
by Paddon
Wed May 09, 2007 2:15 pm
Forum: Beginners Help
Topic: Quick addSphereNode() Question
Replies: 4
Views: 168

Quick addSphereNode() Question

I don't know if this is a Mac thing or not, but I am using the Irrlicht 1.3 library I obtained off this site, but when I try and compile the following code I get this error: error: 'class irr::scene::ISceneManager' has no member named 'addSphereSceneNode' Here is my code: int main() { ICameraSceneNo...
by Paddon
Mon May 07, 2007 5:22 pm
Forum: Advanced Help
Topic: Irrlicht and Glut on a Mac
Replies: 0
Views: 352

Irrlicht and Glut on a Mac

Hey all, I am still attempting to port one of my visualization applications that implements Irrlicht to my Mac. However, my glut primitives will not work the same for me on the mac as they did under linux. This code worked fine under linux. I get nothing plotted on screen though. Essentially what is...
by Paddon
Fri May 04, 2007 7:30 pm
Forum: Beginners Help
Topic: MacOSX linking problem......
Replies: 1
Views: 270

MacOSX linking problem......

Hey all, I followed the MacOSX X-Code tutorial to a tee, but when I attempt to build I get the following error. libMacOSX.a(png.o) has local relocation entries in non-writable section (__TEXT,__text) Command /usr/bin/gcc-4.0 failed with exit code 1 The only difference in what I did and what the tuto...
by Paddon
Tue Mar 06, 2007 2:56 pm
Forum: Advanced Help
Topic: Getting Frustrated
Replies: 1
Views: 321

Getting Frustrated

Hey All, I have a program which reads in coordinates of cubes (essentially) from various external ASCII files. What is supposed to happen is the program reads in this data, then plots the cubes as required. Essentially each file is a frame (generated by an external simulation program). When I just t...
by Paddon
Mon Jan 29, 2007 3:52 pm
Forum: Advanced Help
Topic: MacOSX and irrlicht gui
Replies: 1
Views: 217

MacOSX and irrlicht gui

I am assuming this is a Mac problem because my gui worked properly under linux. I have a text field as part of my gui (file opening to be exact) and I cannot enter values into it. When it is selected and I try to type in it it just types in the terminal instead and hence I cannot open the file I nee...
by Paddon
Wed Jan 17, 2007 5:55 pm
Forum: Beginners Help
Topic: Another Mac Question
Replies: 1
Views: 155

Another Mac Question

I finally got my code to compile on Mac OSX but now when I run the program (which I should inform you previously ran under linux perfectly) the program quits before the irrlicht window ever opens and I am left with the following error. Irrlicht Engine version 1.0 Darwin Kernel Version 8.8.2: Thu Sep...