Search found 28 matches

by ClownieTheMalicious
Thu Jul 12, 2007 8:41 pm
Forum: Advanced Help
Topic: texture coordinate flipping operation
Replies: 6
Views: 697

hey hybrid, thanks for your help, worked like a charm.
by ClownieTheMalicious
Thu Jul 12, 2007 5:46 pm
Forum: Advanced Help
Topic: texture coordinate flipping operation
Replies: 6
Views: 697

so, hybrid, what you're saying is that I would multiply that matrix that you gave me by the texture matrix that i obtain from SMaterial? so the solution would be something like 4x4matrix texmat = rendertarget->getTextureMatrix(); newTexMat = textmat * yourVtransformMat; rendetarget->setTextureMatrix...
by ClownieTheMalicious
Thu Jul 12, 2007 5:34 am
Forum: Advanced Help
Topic: texture coordinate flipping operation
Replies: 6
Views: 697

texture coordinate flipping operation

hey, for the opengl driver the texture coordinates on the Render to texture target are upside down. Now, I know i can edit the texture coordinates through the lock and unlock methods, but i only see operations for working on pixel data- does that mean to flip these textures im going to have to chang...
by ClownieTheMalicious
Wed Jul 11, 2007 10:55 pm
Forum: Advanced Help
Topic: Irrlicht and 3ds material type for different walk sound fx
Replies: 5
Views: 580

yeah im pretty sure your best bet would be to use Newton's Material system. From what i've seen of it, it's very flexible and has everything you SHOULD need for exactly what you're asking. But , I'm almost positive you can just edit a leaf on an .x file and put whatever properties you want. It would...
by ClownieTheMalicious
Sat Jun 30, 2007 4:32 pm
Forum: Beginners Help
Topic: Problem with RTT plus billboard
Replies: 5
Views: 559

AND YES, i understand this topic is covered in the documentation. It says to flip the texture coordinates of the geometry that the render target is created on. That's great, but that doesn't mean much to me when it's a billboard that I'm displaying the RT on, and I don't know how to flip it's textur...
by ClownieTheMalicious
Sat Jun 30, 2007 3:30 pm
Forum: Beginners Help
Topic: Problem with RTT plus billboard
Replies: 5
Views: 559

I already tried the sphere, it was an interesting effect, but not really what i was going for. To truly get the effect I'm looking for i'd need a flat circular billboard (instead of the flat square one that irrlicht currently has). That way the image won't be distorted when i render to the circle us...
by ClownieTheMalicious
Sat Jun 30, 2007 2:59 pm
Forum: Advanced Help
Topic: Irrlicht and 3ds material type for different walk sound fx
Replies: 5
Views: 580

hey, im pretty sure you can go about this a couple ways. First, you could use a modified .x file with a new property in it (since .x files can be altered by you without changing the loading properties... unless you alter it alot) so you can put info in the .x file suchas weight/bouyancy/ material ty...
by ClownieTheMalicious
Sat Jun 30, 2007 2:54 pm
Forum: Beginners Help
Topic: Problem with RTT plus billboard
Replies: 5
Views: 559

yeah, that's true, but then i wouldn't be able to put a render to texture on that, since it would still appear as a square or rectangular shape. The whole billboard would be taken up. My final goal is to have an actual circle billboard so i can construct a portal (using a render to texture) similar ...
by ClownieTheMalicious
Fri Jun 29, 2007 1:46 pm
Forum: Beginners Help
Topic: Problem with RTT plus billboard
Replies: 5
Views: 559

Problem with RTT plus billboard

Alright, I think this was touched on earlier, and i tried the search tool, im sorry im terrible at using it! The issue is, I created a RTT to a billboard, and the texture appears on the billboard, but upside down! I'm pretty sure this was an easy fix, I know I've read about it sowhere before. But I'...
by ClownieTheMalicious
Mon Apr 02, 2007 4:53 am
Forum: Code Snippets
Topic: [C++] PerPixelLighting with reflective water
Replies: 21
Views: 11040

thanks for the tip hybrid- but that still doesn't compile, nor explain why the compiled binary fails under irr1.1,1.2 and 1.3 dll's. so, hybrid, the pointer() function returns that as a pointer- could you explain to me the technical reason as to why you no longer need the memory address ('&' of ...
by ClownieTheMalicious
Sun Apr 01, 2007 7:24 am
Forum: Code Snippets
Topic: [C++] PerPixelLighting with reflective water
Replies: 21
Views: 11040

im also getting errors.. vc2005EE says that you're attempting to access a private member variable at line 126 services->setVertexShaderConstant("mWorldViewProj",&worldViewProj.M[0], 16); specifically "M". defined in matrix4 as a private variable... I don't know why you're eve...
by ClownieTheMalicious
Sat Mar 31, 2007 8:01 pm
Forum: Beginners Help
Topic: animated mesh collision question
Replies: 3
Views: 260

so, in essence... if i have my mesh crouch to go into a vent say, as long as the bounding box is updated it will work? even if the triangle selector portion doesn't update correctly? how would i force the triangle selector to update- would it be a relatively simple matter of just adding a forceUpdat...
by ClownieTheMalicious
Sat Mar 31, 2007 4:50 am
Forum: Beginners Help
Topic: animated mesh collision question
Replies: 3
Views: 260

animated mesh collision question

alright, when I have a mesh and i animate it to crouch, it becomes smaller in the Y axis for my game (obviously). so my question is- 1. does the collision detection system automatically handle the resizing of the collision box or ellipsoid? 2. Which class is this operation defined in if it works tha...
by ClownieTheMalicious
Sat Dec 16, 2006 5:21 pm
Forum: Beginners Help
Topic: Material Question (applies to decals/particle effects)
Replies: 2
Views: 242

ok.. i see what you're saying. but even so how would i do the checking for the mask to get the differing materials? wouldn't that be pretty expensive in of itself?
by ClownieTheMalicious
Sat Dec 16, 2006 12:02 am
Forum: Beginners Help
Topic: Material Question (applies to decals/particle effects)
Replies: 2
Views: 242

Material Question (applies to decals/particle effects)

I'm coding a simple FPS, but have started adding more complicated features. I'm pretty confused on this current situation, and was wondering if you could lend me a hand with a theory of how to fix my issue- I'm trying to create it so that when a bullet impacts a certain material (like cement or meta...