Search found 11 matches

by casty
Wed Oct 04, 2006 4:42 pm
Forum: Advanced Help
Topic: OGL Question: Are all vertex sent to de GPU?
Replies: 9
Views: 683

Ok, the 65536 limit is because there is a Maximal Primitive Count set to 65536.
by casty
Wed Oct 04, 2006 4:22 pm
Forum: Advanced Help
Topic: OGL Question: Are all vertex sent to de GPU?
Replies: 9
Views: 683

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...
by casty
Sat Sep 23, 2006 10:58 pm
Forum: Bug reports
Topic: Invisible objects with RTT
Replies: 1
Views: 277

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-...
by casty
Wed Sep 13, 2006 3:47 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

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 ...
by casty
Wed Sep 13, 2006 3:26 pm
Forum: Advanced Help
Topic: multitexture and GLSL samplers: bug or ignorance?
Replies: 5
Views: 1314

It works!! Thanks!

I think they should use extGlUniform1iARB instead extGlUniform1ivARB, to avoid such a counterintuitive format.
by casty
Wed Sep 13, 2006 1:03 pm
Forum: Advanced Help
Topic: multitexture and GLSL samplers: bug or ignorance?
Replies: 5
Views: 1314

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. --------------------...
by casty
Tue Sep 12, 2006 11:33 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

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...
by casty
Tue Sep 12, 2006 11:03 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

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...
by casty
Tue Aug 29, 2006 12:35 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

Yes, sorry it is in 1.1.

I expected to see it in the same way chromdragon wrote it.
by casty
Mon Aug 28, 2006 4:19 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

My words cannot be more friendly, I didn´t say "the hell". 8)

Really?

I haven't seen the difference in 1.1.

'setPixelShaderConstat' still not have GL_SAMPLER_xD_ARB options. Maybe I downloaded the wrong file. But I cannot either find it in changes.txt.
by casty
Sun Aug 27, 2006 12:42 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 4108

I expected to see that change in 1.1, what are they waiting for?