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: 1050

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: 1050

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 only ...
by casty
Sat Sep 23, 2006 10:58 pm
Forum: Bug reports
Topic: Invisible objects with RTT
Replies: 1
Views: 372

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 ...
by casty
Wed Sep 13, 2006 3:47 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 5070

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 ...
by casty
Wed Sep 13, 2006 3:26 pm
Forum: Advanced Help
Topic: multitexture and GLSL samplers: bug or ignorance?
Replies: 5
Views: 1574

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: 1574

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: 5070

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: 5070

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 ...
by casty
Tue Aug 29, 2006 12:35 pm
Forum: Bug reports
Topic: GLSL - setting samplers
Replies: 19
Views: 5070

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: 5070

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: 5070

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