Search found 2838 matches
- Wed Jul 04, 2012 10:50 pm
- Forum: Project Announcements
- Topic: John Conway's Game of life HLSL edition for irrlicht
- Replies: 13
- Views: 5953
Re: John Conway's Game of life HLSL edition for irrlicht
Yep if you're willing to be a *little* risky you can usually just google around and download d3dx9_43.dll separately, place it in your application root (Disclaimer: I hold no responsibility for any backdoor/trojans caused by DLLs obtained from third party sources).
- Mon Apr 02, 2012 7:01 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422462
Re: XEffects - Reloaded - New Release (V 1.3)
Fixed download link. Thanks Nadro :D The reason it takes XEffects a while to get integrated is because the hard part is not in the shader code or the graphics, it's in the design of a system that will support all the platforms Irrlicht aims at, and is both easy to use and high quality. XEffects as a...
- Wed Jan 04, 2012 11:09 pm
- Forum: Project Announcements
- Topic: PSVSM(for XEffect)
- Replies: 11
- Views: 96503
Re: PSVSM(for XEffect)
Hey cool! Nice to see people still improving XEffects
Do you have a link to a demo/source or something?
Cheers,
Do you have a link to a demo/source or something?
Cheers,
- Mon Dec 19, 2011 12:07 am
- Forum: Open Discussion and Dev Announcements
- Topic: Trivia: Irrlicht source's coding style
- Replies: 9
- Views: 3372
- Wed Jun 29, 2011 10:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: New phpBB3 Forum
- Replies: 70
- Views: 18780
Re: New phpBB3 Forum
Wow it's looking pretty sweet
- Fri Apr 15, 2011 12:50 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Ultimate lighting solution?
- Replies: 10
- Views: 2399
- Wed Mar 16, 2011 10:33 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422462
- Sun Feb 20, 2011 3:52 am
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121279
- Sun Feb 20, 2011 3:50 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422462
But DarkMarkZX, that won't support on/off transparency, it will just draw the whole scene node regardless of the alpha on the texture. I think you need to check your materialTypeParam (In the SMaterial struct) as it controls the threshold with which an object is drawn or not based on the alpha value...
- Sun Feb 20, 2011 3:43 am
- Forum: Advanced Help
- Topic: DETAILED description of Irrlicht lighting/shadowing algorith
- Replies: 2
- Views: 491
- Fri Jan 14, 2011 5:15 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422462
Hi, I don't understand why you draw caster nodes into the shadowmap, and the receiver when comparing depth to produce shadows. For me, occluders (casters) are seen from the light view (shadowmap render) and shadowed areas (receivers) are seen by the user camera view (comparing shader) so I would do...
- Mon Dec 20, 2010 11:04 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422462
- Thu Dec 16, 2010 11:02 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SSE vector3df and matrix4
- Replies: 24
- Views: 8359
You're gonna need to use SOA form if you want a decent speed boost, that would require re-writing a lot of the algorithms in Irrlicht. One trick I found useful is to use a SOA3Vector class which holds 4 3-dimensional vector and performs all the ordinary operations on 4 vectors at once, so as long as...
- Sun Nov 14, 2010 12:30 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 272422
- Sun Nov 14, 2010 12:26 pm
- Forum: Project Announcements
- Topic: Minetest-c55
- Replies: 39
- Views: 37788