Sorry for the huge bump, but just a quick fix to this for the latest ver. of Irrlicht (for reference to anyone looking for the solution)
The CLAMP setting is now accessed like this:
node->getMaterial(0).TextureLayer[0].TextureWrapU = ETC_CLAMP;
node->getMaterial(0).TextureLayer[0].TextureWrapV ...
Search found 34 matches
- Tue Sep 14, 2010 9:42 pm
- Forum: Advanced Help
- Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
- Replies: 15
- Views: 2959
- Fri May 22, 2009 10:44 pm
- Forum: Advanced Help
- Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
- Replies: 15
- Views: 2959
- Sat May 16, 2009 2:18 pm
- Forum: Advanced Help
- Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
- Replies: 15
- Views: 2959
- Sat May 16, 2009 1:31 pm
- Forum: Advanced Help
- Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
- Replies: 15
- Views: 2959
[SOLVED] Unwanted artifacts (lines) when using billboards
Hi,
I'm using billboards in combination with an OrthoLH camera. However, on some of my billboarded objects, I randomly get corrupted 'lines' visible above the object, which seem to repeat the last pixel line of the texture.
For example, here is the billboard of an object (a sort of 'pot') showing ...
I'm using billboards in combination with an OrthoLH camera. However, on some of my billboarded objects, I randomly get corrupted 'lines' visible above the object, which seem to repeat the last pixel line of the texture.
For example, here is the billboard of an object (a sort of 'pot') showing ...
- Fri Feb 20, 2009 10:22 pm
- Forum: Advanced Help
- Topic: Child node issues / Draw order
- Replies: 10
- Views: 1124
- Thu Feb 19, 2009 8:52 pm
- Forum: Advanced Help
- Topic: Child node issues / Draw order
- Replies: 10
- Views: 1124
- Thu Feb 19, 2009 8:30 pm
- Forum: Advanced Help
- Topic: Child node issues / Draw order
- Replies: 10
- Views: 1124
- Thu Feb 19, 2009 8:11 pm
- Forum: Advanced Help
- Topic: Child node issues / Draw order
- Replies: 10
- Views: 1124
- Thu Feb 19, 2009 7:07 pm
- Forum: Advanced Help
- Topic: Making my own game engine
- Replies: 17
- Views: 3317
- Thu Feb 19, 2009 5:31 pm
- Forum: Advanced Help
- Topic: Child node issues / Draw order
- Replies: 10
- Views: 1124
Child node issues / Draw order
Not sure whether this really counts as an 'advanced' question, but hey, here it goes any how:
I have two objects, each one a flat plane (so they work like billboards, except I can rotate them) One is a 'spaceship', and the other is a 'trail' attached to the ship's engine.
I have made the trail a ...
I have two objects, each one a flat plane (so they work like billboards, except I can rotate them) One is a 'spaceship', and the other is a 'trail' attached to the ship's engine.
I have made the trail a ...
- Tue Dec 23, 2008 1:54 pm
- Forum: Project Announcements
- Topic: cAudio 1.6.1-rc Offical Release! (Now Under ZLIB!) New
- Replies: 30
- Views: 5599
- Thu Oct 02, 2008 9:40 pm
- Forum: Bug reports
- Topic: [not a bug]Memory leak on 1.4.2
- Replies: 3
- Views: 1067
- Wed Oct 24, 2007 3:54 pm
- Forum: Advanced Help
- Topic: S3DVertex - Pos question
- Replies: 1
- Views: 447
S3DVertex - Pos question
What exactly is the vertex position (S3DVertex::Pos) stored relative to?
Initially I assumed this was a fairly simple problem, and that it was stored relative to the position of the node in world space.
However, it appears I'm incorrect. I'm trying to get each vertex of an object, and adjust its ...
Initially I assumed this was a fairly simple problem, and that it was stored relative to the position of the node in world space.
However, it appears I'm incorrect. I'm trying to get each vertex of an object, and adjust its ...
- Sat Oct 20, 2007 3:17 pm
- Forum: Project Announcements
- Topic: CCloudSceneNode - clouds with levels of detail
- Replies: 87
- Views: 87343
- Sun Jun 10, 2007 4:33 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 166711
compound collision (by re-write the code that create bodies to do this)
Ah, superb :) I was about to start writing my own method to do it via Newton, but having compound collision would be very useful, and saves me a lot of time (yes, it was compound collision I was thinking about, by the way, in ...
Ah, superb :) I was about to start writing my own method to do it via Newton, but having compound collision would be very useful, and saves me a lot of time (yes, it was compound collision I was thinking about, by the way, in ...