Search found 2838 matches

by BlindSide
Thu Sep 23, 2010 8:37 pm
Forum: Advanced Help
Topic: render target cache system (shadows)
Replies: 9
Views: 1879

Huh? Why is camera moving going to affect anything (Lights yes, but not camera...) :?
by BlindSide
Thu Sep 23, 2010 8:35 pm
Forum: Advanced Help
Topic: Particle systems & shaders
Replies: 11
Views: 1209

You can try the Volume scene node that got added by Varmint a while back.
by BlindSide
Thu Sep 23, 2010 8:29 pm
Forum: Advanced Help
Topic: First Post: Thanks & performance with 1+ million vertice
Replies: 9
Views: 1429

But hybrid, the implementations already allow for other primitive types, it's just the meshbuffer interface doesn't allow for it... It's fairly simple to modify to allow for lineloops (Although currently in DX theres no "loopback" from last point to first point). EDIT: To clarify, (Using O...
by BlindSide
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...
by BlindSide
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...
by BlindSide
Thu Sep 16, 2010 4:54 am
Forum: Advanced Help
Topic: [SOLVED] RenderTargetTexture strange Y-flip
Replies: 10
Views: 1527

This is a well known issue. RTT in OpenGL are flipped, so just flip your texcoords in the shaders (1.0 - texcoord.y) when you're working with them.
by BlindSide
Tue Sep 14, 2010 11:22 am
Forum: Everything 2d/3d Graphics
Topic: Mesh swapping in realtime
Replies: 3
Views: 1270

Check out scene::ISkinnedMesh::useAnimationFrom it can probably help you.

So you would have unanimated versions of your items (But rigged, just one keyframe!) and a single mesh containing the animation, which is rigged to the same bones.
by BlindSide
Tue Sep 14, 2010 12:51 am
Forum: Project Announcements
Topic: The Mage School
Replies: 54
Views: 14594

Virion wrote:Irrlicht spotted in a game pitch competition!!!
Haha awesome, nice work mate!
I might not be able to continue the project because I have some other works to do.
=( What else you have in mind?
by BlindSide
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 ...
by BlindSide
Mon Sep 06, 2010 6:27 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422463

I've been trying to get my "sun" to cast bluish shadows as in real life - that's why shadows on a white wall (or snow etc) appear almost blue rather than gray. As far as I can tell, XEffects will produce this shadow color only if you tint the light bluish, or perhaps add a second light wh...
by BlindSide
Fri Sep 03, 2010 2:24 am
Forum: Off-topic
Topic: 3D audio class.
Replies: 22
Views: 10253

Holy necro batman
by BlindSide
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...
by BlindSide
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...
by BlindSide
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
by BlindSide
Sat Aug 28, 2010 9:56 pm
Forum: Project Announcements
Topic: Reincarnations: Uncover the Past released
Replies: 12
Views: 4088

Pretty much what everyone else said :D