Search found 27 matches
- Sat Oct 02, 2010 7:37 am
- Forum: Project Announcements
- Topic: Mesh Combiner
- Replies: 131
- Views: 206095
- Wed Sep 29, 2010 10:34 am
- Forum: Beginners Help
- Topic: Isometric 2.5D Engine Journey - Help needed :(
- Replies: 10
- Views: 2064
- Tue Aug 31, 2010 4:51 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422190
I can't say when Irrlicht 1.8 will be released but personally I plan to have a test shadow map system integrated around July. BlindSide, I don't know if it is the right place for my question, but is there already some kind of test, demo or screenshot from the shadow map system you are making for th...
- Sun Aug 29, 2010 6:52 am
- Forum: Advanced Help
- Topic: [solved] multiply two outputs, 2D + 3D render to texture
- Replies: 12
- Views: 2185
And I want to give proper credits to the people that deserve it, because for the concept itself I was inspired by O-san from gamedev.net.
See this thread:
http://www.gamedev.net/community/forums ... _id=447054
See this thread:
http://www.gamedev.net/community/forums ... _id=447054
- Sat Aug 28, 2010 7:57 pm
- Forum: Advanced Help
- Topic: [solved] multiply two outputs, 2D + 3D render to texture
- Replies: 12
- Views: 2185
Yes that is what I'm doing.Lonesome Ducky wrote:I think he's multiplying the house texture with the shadow texture.slavik262 wrote:If you're just multiplying by a fully white texture, you really don't even need it. You can just sample the other texture.
So the white parts result in the original colors, and black results in black.
- Sat Aug 28, 2010 6:12 pm
- Forum: Advanced Help
- Topic: [solved] multiply two outputs, 2D + 3D render to texture
- Replies: 12
- Views: 2185
- Sat Aug 28, 2010 9:58 am
- Forum: Advanced Help
- Topic: [solved] multiply two outputs, 2D + 3D render to texture
- Replies: 12
- Views: 2185
- Thu Aug 26, 2010 12:09 pm
- Forum: Advanced Help
- Topic: [solved] multiply two outputs, 2D + 3D render to texture
- Replies: 12
- Views: 2185
[solved] multiply two outputs, 2D + 3D render to texture
Hi, I have the following situation: - an isometric world, created with draw2DImage, oldskool bitblitting a map together from diamond shaped isometric sprites. - Every tile has its own 3D shape, all shapes together form a low poly 3D map, which is not rendered but just used for line of fire checking....
- Wed Aug 18, 2010 9:39 pm
- Forum: Project Announcements
- Topic: X-Com:UFO remake
- Replies: 1
- Views: 1224
X-Com:UFO remake
-out of date-
visit http://openxcom.org/
visit http://openxcom.org/
- Fri Jan 15, 2010 10:58 pm
- Forum: Beginners Help
- Topic: day and night world map [solved]
- Replies: 4
- Views: 648
Thanks hybrid, I got it to work with that second method you suggested. I even used a sphere, which was a bit tricky. Anyway, below is my code, not cleaned up or optimised but if anyone ever wanted to update one half of a sphere's vertices alpha, it may help to have a look. polycount=512; // add the ...
- Thu Jan 14, 2010 1:58 pm
- Forum: Beginners Help
- Topic: day and night world map [solved]
- Replies: 4
- Views: 648
While the solution with the directional light simulating the sun is nice, but first of all it only works good in 3D when rendering the world as a sphere, and I'm working in 2D, rendering the world as a flat plane. And the real earth night texture with all the city-lights looks nicer than just creati...
- Thu Jan 14, 2010 1:20 pm
- Forum: Beginners Help
- Topic: day and night world map [solved]
- Replies: 4
- Views: 648
day and night world map [solved]
Hi, I'm trying to create a day/night world map effect, like on this site: http://www.timeanddate.com/worldclock/sunearth.html So there is one day texture in the background, and a night texture on top with a transparency mask that offsets horizontally depending on the time of the day. Anybody an idea...
- Mon Jan 04, 2010 1:38 pm
- Forum: Project Announcements
- Topic: IrrEventManager v1.8.4 FINAL!
- Replies: 38
- Views: 23914
Ok, in the mean time I reworked my GUI so I did not have to use a context menu. But it is not a bad thing because now it is even more user-friendly. :D But if you say it should work, I must have done something wrong. (the code example was a very simplified version of the real code). I will do a litt...
- Wed Dec 30, 2009 3:40 pm
- Forum: Project Announcements
- Topic: IrrEventManager v1.8.4 FINAL!
- Replies: 38
- Views: 23914
Is it possible I have a problem with a context menu? (the one that disappears automatically, after you clicked on a menu item) created with addContextMenu. I assign the handler function like I would with a normal menu, and if I use the normal menu, it works. But with a menu created with addContextMe...
- Tue Dec 22, 2009 3:44 pm
- Forum: Code Snippets
- Topic: 2d Tiles and Maps Tutorial
- Replies: 13
- Views: 12422
It seems a bit messed up or backwards. As an example, why would the tile node need to know about the tile manager class but not the other way around. Yes, that sort of awkward class relationships can become real pain in the ass when the game becomes more complex. I would recommend drawing a few cla...