Search found 11 matches
- Wed Oct 04, 2006 4:42 pm
- Forum: Advanced Help
- Topic: OGL Question: Are all vertex sent to de GPU?
- Replies: 9
- Views: 819
- Wed Oct 04, 2006 4:22 pm
- Forum: Advanced Help
- Topic: OGL Question: Are all vertex sent to de GPU?
- Replies: 9
- Views: 819
OGL Question: Are all vertex sent to de GPU?
Hi, If I have an SceneNode::render() like this: #define NUM_VERTICES 4 ... video::S3DVertex Vertices[NUM_VERTICES]; ... u16 indices[] = {0,2,1}; driver->drawIndexedTriangleList(&Vertices[0], NUM_VERTICES, &indices[0], 1); I wonder wheter vertices[3] will be processed in the GPU. irrlicht onl...
- Sat Sep 23, 2006 10:58 pm
- Forum: Bug reports
- Topic: Invisible objects with RTT
- Replies: 1
- Views: 312
Invisible objects with RTT
Hi! Well, I'm not sure whether this is a bug or not, because I don't how "legal" is to have an scene without camera. my render routine is like that: driver->beginScene(true, true, 0); if (rt) { driver->setRenderTarget(rt, true, true); scene->drawAll(); driver->setRenderTarget(0); } scene2-...
- Wed Sep 13, 2006 3:47 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264
Well, mandrav solved my problem in the Advanced Help here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=88640#88640 I think this is a very good reason to switch to Uniform1i instead of Uniform1iv (only for samplers). I have changed it to: Driver->estGlUniform1iARB(i, (GLint)*floats); with ...
- Wed Sep 13, 2006 3:26 pm
- Forum: Advanced Help
- Topic: multitexture and GLSL samplers: bug or ignorance?
- Replies: 5
- Views: 1400
- Wed Sep 13, 2006 1:03 pm
- Forum: Advanced Help
- Topic: multitexture and GLSL samplers: bug or ignorance?
- Replies: 5
- Views: 1400
multitexture and GLSL samplers: bug or ignorance?
Hi, Yesterday I posted this in the Bugs report, but I'm maybe missing something, because no one else complains about that. http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=12651 I'm just trying to access two diferent textures in a pixel program, here is a copy of the post. --------------------...
- Tue Sep 12, 2006 11:33 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264
Simpler version.
Ok here's a simpler version of my problem with irrlicht shaders example. In main.cpp, test scene node1 initialization, change: node->setMaterialTexture(0,driver->getTexture("../../media/wall.bmp")); by node->setMaterialTexture(0, driver->getTexture("../../media/water.jpg")); node...
- Tue Sep 12, 2006 11:03 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264
It doesn't work
I'm not able to get it to work. this is my IShaderConstantSetCallBack class MyShaderCallBack : public video::IShaderConstantSetCallBack { public: virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) { for (int i = 0; i < 4; i++) m_samplers[i] = i; video::IVideoDriver...
- Tue Aug 29, 2006 12:35 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264
- Mon Aug 28, 2006 4:19 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264
- Sun Aug 27, 2006 12:42 pm
- Forum: Bug reports
- Topic: GLSL - setting samplers
- Replies: 19
- Views: 4264