Search found 2838 matches
- Thu Sep 23, 2010 8:37 pm
- Forum: Advanced Help
- Topic: render target cache system (shadows)
- Replies: 9
- Views: 1879
- Thu Sep 23, 2010 8:35 pm
- Forum: Advanced Help
- Topic: Particle systems & shaders
- Replies: 11
- Views: 1209
- Thu Sep 23, 2010 8:29 pm
- Forum: Advanced Help
- Topic: First Post: Thanks & performance with 1+ million vertice
- Replies: 9
- Views: 1429
- Wed Sep 22, 2010 3:02 am
- Forum: Project Announcements
- Topic: irrCg GPU Skinning: v0 - proof of concept
- Replies: 3
- Views: 2071
No offence to BlindSide's XEffects Ok you didn't have to mention mine if you didn't use it :P PS: To be a bit useful rather than just argue about libraries, I provide you my old implementation which I worked closely with Luke to develop: http://irrlichtirc.g0dsoft.com/BlindSide/HWSkin.zip (It's ver...
- Thu Sep 16, 2010 4:57 am
- Forum: Advanced Help
- Topic: texture wrapping mode
- Replies: 2
- Views: 1379
Although I still don't understand why (can anyone explain it to me?)... in the shader I clamped the texture coordinates to 0..1 so I don't understand why there was still a wraparound... I can't 100% answer why but I think it's related to bilinear filtering. So even if you are accessing the very edg...
- Thu Sep 16, 2010 4:54 am
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1527
- Tue Sep 14, 2010 11:22 am
- Forum: Everything 2d/3d Graphics
- Topic: Mesh swapping in realtime
- Replies: 3
- Views: 1270
- Tue Sep 14, 2010 12:51 am
- Forum: Project Announcements
- Topic: The Mage School
- Replies: 54
- Views: 14594
- Wed Sep 08, 2010 6:43 am
- Forum: Code Snippets
- Topic: High Dynamic Range Rendering in Irrlicht
- Replies: 9
- Views: 7803
I think it looks great. I'm a little confused about the transition from light to dark however. If you are staring at a dark area for a long time, and you look at a bright area, it should be REALLY bright and then fade down to normal brightness. In your video towards the end, it looks like the exact ...
- Mon Sep 06, 2010 6:27 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422463
- Fri Sep 03, 2010 2:24 am
- Forum: Off-topic
- Topic: 3D audio class.
- Replies: 22
- Views: 10253
- Mon Aug 30, 2010 2:18 am
- Forum: Beginners Help
- Topic: A question about the perspective in Irrlicht
- Replies: 3
- Views: 347
Or exploit the dot product by doing: acos(v1.normalize().dotProduct(v2.normalize())) to get the angle between the vectors. acos returns angles in radians, so divide by pi and multiply by 180 to get degrees. Oh yes, do this instead, just remember it's important to normalize like in his example other...
- Sun Aug 29, 2010 12:47 pm
- Forum: Beginners Help
- Topic: A question about the perspective in Irrlicht
- Replies: 3
- Views: 347
Grab the camera you are using (ICameraSceneNode) and use getViewFrustum() to get the current view frustum (SViewFrustum). Then create 2 vectors (vector3df), v1 = (camera position - viewFrustum.getFarLeftUp()) and v2 (camera position - viewFrustum.getFarLeftDown()) and get the angle between these two...
- Sun Aug 29, 2010 12:43 pm
- Forum: Beginners Help
- Topic: How I add water to terrain?
- Replies: 2
- Views: 417
Check out the water demo in my XEffects package: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
- Sat Aug 28, 2010 9:56 pm
- Forum: Project Announcements
- Topic: Reincarnations: Uncover the Past released
- Replies: 12
- Views: 4088