Search found 20 matches
- Fri Mar 11, 2011 7:26 am
- Forum: Advanced Help
- Topic: How to check if a texture contains colour, FAST?
- Replies: 2
- Views: 486
- Fri Mar 11, 2011 7:02 am
- Forum: Advanced Help
- Topic: How to check if a texture contains colour, FAST?
- Replies: 2
- Views: 486
How to check if a texture contains colour, FAST?
I am trying to handle some projection mapping with photon goodness involved. There are some cases where the texture which I need to project does not contain any colour except black. At the moment I use glsl reduction to check if there are any pixels with colour in them. I was wondering if anyone kno...
- Fri Feb 05, 2010 7:51 am
- Forum: Beginners Help
- Topic: Faster single color determination in a texture
- Replies: 1
- Views: 335
Faster single color determination in a texture
Is there a faster way to check if an ITexture is a single color other than converting it to an IImage and checking every pixel?
- Tue Feb 02, 2010 1:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 1.7 BETA Phase
- Replies: 34
- Views: 9000
This is a bit off topic to the discussions above but how do we remove a IRenderTarget? Do we just remove the texture in the IRenderTarget like a normal texture? IVideoDriver* pDriver=(device driver pointer) ; ITexture rtt*=pDriver->addRenderTargetTexture(...); IRenderTraget rt=IRenderTarget(rtt); . ...
- Tue Oct 13, 2009 9:17 am
- Forum: Advanced Help
- Topic: Jagged edges in texture projection
- Replies: 2
- Views: 684
- Thu Oct 08, 2009 6:25 am
- Forum: Advanced Help
- Topic: Jagged edges in texture projection
- Replies: 2
- Views: 684
Jagged edges in texture projection
I have been using a modified version of the texture projection found in http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=31063&highlight=texture+projection but have come across a problem with texture boundaries causing. The same problem exists for shadow mapping but techniques like PCF sol...
- Mon Jul 20, 2009 10:58 am
- Forum: Beginners Help
- Topic: Equivalent GLSL gl_ModelViewMatrix from Irrlicht Transforms.
- Replies: 4
- Views: 1157
- Mon Jul 20, 2009 6:35 am
- Forum: Beginners Help
- Topic: Equivalent GLSL gl_ModelViewMatrix from Irrlicht Transforms.
- Replies: 4
- Views: 1157
I believed it was that also but debugging my shader says its not (unless my debug code is wrong). Setting callback virtual void OnSetConstants(irr::video::IMaterialRendererServices* services,irr::s32 userData) { matrix4 world= services->getVideoDriver()->getTransform(video::ETS_PROJECTION); matrix4 ...
- Sun Jul 19, 2009 5:19 pm
- Forum: Beginners Help
- Topic: Equivalent GLSL gl_ModelViewMatrix from Irrlicht Transforms.
- Replies: 4
- Views: 1157
Equivalent GLSL gl_ModelViewMatrix from Irrlicht Transforms.
I am trying to find the GLSL gl_ModelViewMatrix by multiplying the matrices from getTransfom() but I am getting nowhere.
Debugging shaders is not fun so does anybody know or should i try more multiplying nightmare-inducing code?
Debugging shaders is not fun so does anybody know or should i try more multiplying nightmare-inducing code?
- Wed Apr 30, 2008 6:09 am
- Forum: Code Snippets
- Topic: ghefts proto-format hyper extensible mesh entaglement device
- Replies: 18
- Views: 6065
- Wed Nov 07, 2007 5:53 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to: Convert, Load and animate NWN models in Irrlicht.
- Replies: 19
- Views: 27533
Irrlicht mdl loader
I was looking at the .mdl format and looking at some .mdl viewers, one of which was written in java. Since im using Jirr i wrote a .mdl model loader for Jirr but not using the standard irrlicht interfaces and such. I was just wondering if anyone would want the code (Im not re-writing in to c++ :P) a...
- Thu Sep 20, 2007 6:37 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to: Convert, Load and animate NWN models in Irrlicht.
- Replies: 19
- Views: 27533
I think either you misunderstood or I explained wrong. (think its the latter :roll: ) I know how to playback animations, the thing I am trying to find out is getting the start frame and end frame without specifying them in code. I don't want enum E_ANIM {E_ATTACK, E_RUN}; void function(E_ANIM anim) ...
- Mon Sep 17, 2007 7:22 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to: Convert, Load and animate NWN models in Irrlicht.
- Replies: 19
- Views: 27533
Animation sequences
This might be a beginner question. :? I would like to know how would you store and/or get animation sequences from the model like the NWN model viewer ie. how to get the specific models attack animation or stand animation without hardcoding the animation frames for each model and each sequence. :arr...
- Mon Aug 06, 2007 1:40 pm
- Forum: Project Announcements
- Topic: Solar Model 2.1 - 3D real time modeling of Solar System
- Replies: 66
- Views: 26939
- Mon Aug 06, 2007 1:24 pm
- Forum: Jirr
- Topic: Jirr and Irrlicht custom scene nodes
- Replies: 2
- Views: 5108
Here is a little motion trail thingy that I found in the beginners forums which I ported to jirr and made it work. Well sort of work because there is no way yet of geting a texture from a material without getting a SWIG_array of textures. Maybe in the next version of jirr we will have that. for (int...