Thanx
Can't wait to see it in action...
Search found 10 matches
- Thu Sep 23, 2004 3:21 pm
- Forum: Advanced Help
- Topic: IrrMax or what we can do with Irrlicht and 3dsmax...
- Replies: 4
- Views: 703
- Fri Sep 17, 2004 6:46 pm
- Forum: Advanced Help
- Topic: Inheritance vs Composition...
- Replies: 1
- Views: 431
Inheritance vs Composition...
... or how to properly extend Irrlicht functionality. I've been considering this issue in regard to writing a game engine on top of existing Irrlicht hierarchy. I would like to derive some IGameNode (for insance) out of ISceneNode (or IAnimatedMeshSceneNode or whatever). Since these are just interfa...
- Fri Sep 17, 2004 4:32 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Old Hardware vs Vertex/Pixel Shaders
- Replies: 10
- Views: 3994
- Fri Sep 17, 2004 4:30 pm
- Forum: Advanced Help
- Topic: IrrMax or what we can do with Irrlicht and 3dsmax...
- Replies: 4
- Views: 703
IrrMax or what we can do with Irrlicht and 3dsmax...
...or we can't but would like to be able to do. More precisely: 3dsmax5/6 has a nice feature of assigning vertex colors to a mesh. This can even be connected with a radiosity solution, which gives quite realistic results. Especially the shadows look promising. I can see such lighting in my game envi...
- Sat Sep 11, 2004 5:04 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Old Hardware vs Vertex/Pixel Shaders
- Replies: 10
- Views: 3994
- Sat Sep 11, 2004 4:30 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Old Hardware vs Vertex/Pixel Shaders
- Replies: 10
- Views: 3994
Old Hardware vs Vertex/Pixel Shaders
Is there any way to get my geforce2mx to support vs/ps via some emulation? (don't tell me to use the default rasterizer - I just want to emulate this stuff not all rendering/rasterization process.) And so, I seem to be the only one dissatisfied with the introduction of shaders into Irrlicht
- Fri Sep 10, 2004 6:07 pm
- Forum: Advanced Help
- Topic: view frustum culling
- Replies: 13
- Views: 3607
It was said that the hardware is resoinasible for the polygon culling. If so, what does the IrrichtDevice::getPrimitiveCountDrawn() refer to? Does it really show how many primitives were actually drawn (and then optionally clipped by some Z-buffer operations) or just primitives which were sent to th...
- Wed Sep 08, 2004 3:09 pm
- Forum: Advanced Help
- Topic: A matter of performance
- Replies: 1
- Views: 547
A matter of performance
Having read some whitepapers and other stuff on OctTrees (I'll let BSP alone since it doesn't quite work in Irrlicht) I wanted to check its real efficency (in rendering of .bsp maps, not collision detection). To be honest it doesn't seem to reduce rendered polygon count to such an extend as it shoul...
- Wed Sep 08, 2004 2:40 pm
- Forum: Advanced Help
- Topic: OctTreeSceneNode and dynamic lights
- Replies: 3
- Views: 726
This's just a guess (running home to check it out in a moment :D ) but the problem might be connectod with the material type used. Maybe try using EMT_LIGHTMAP_LIGHTING which enables you to mix lightmaps and vertex (ordinary) lights. Default mat. type for oct. tree enities is (presumably) EMT_LIGHTM...
- Thu Sep 02, 2004 5:56 pm
- Forum: Advanced Help
- Topic: vtable
- Replies: 5
- Views: 684