Search found 210 matches

by xterminhate
Thu May 04, 2006 6:46 am
Forum: Beginners Help
Topic: [SOLVED] Passing constant from D3D to HLSL : warning
Replies: 6
Views: 301

Another question. How the material characteristics are passed (or can be passed) to the v&p shaders : AmbientColor, DiffuseColor, EmissiveColor, Shininess, SpecularColor and so on ?
by xterminhate
Thu May 04, 2006 6:36 am
Forum: Beginners Help
Topic: [SOLVED] Passing constant from D3D to HLSL : warning
Replies: 6
Views: 301

I use all the vertex constants I declared.... I'm learning basic shaders, just to see. :P
by xterminhate
Thu May 04, 2006 5:40 am
Forum: Beginners Help
Topic: [SOLVED] Passing constant from D3D to HLSL : warning
Replies: 6
Views: 301

[SOLVED] Passing constant from D3D to HLSL : warning

Here is the begining of my HLSL: //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- float4x4 WorldViewProj; float4x4 InvWorldViewProj; float4x4 TransWorld; float4x4 InvTra...
by xterminhate
Tue May 02, 2006 2:27 pm
Forum: Advanced Help
Topic: snap shot
Replies: 5
Views: 1334

I did not test it, but I think it also works in OGL mode.
by xterminhate
Tue May 02, 2006 11:07 am
Forum: Beginners Help
Topic: create a lightmap
Replies: 1
Views: 286

Check the second set of UV coords of your mesh. Use a mesh format that allows lightmaps (my3d, dmf, oct, ...).
by xterminhate
Tue May 02, 2006 2:28 am
Forum: Advanced Help
Topic: snap shot
Replies: 5
Views: 1334

May help... void irrScreenshot( irr::video::IVideoDriver * driver, bool const & windowed, std::string const & filename ) { LPDIRECT3DSURFACE9 Surface = 0; if (windowed) { driver->getExposedVideoData().D3D9.D3DDev9->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &Surface); D3DXSaveSurfaceTo...
by xterminhate
Sat Apr 29, 2006 7:17 pm
Forum: Code Snippets
Topic: Post removed.
Replies: 12
Views: 4399

Avoid multiple copy, use constness/references :

Code: Select all

irr::core::rect<irr::s32> EasyRect( irr::s32 const & X, irr::s32 const & Y, irr::s32 const & Width, irr::s32 const & Height) 
{ 
    return irr::core::rect<irr::s32>(X,Y,X+Width,Y+Height); 
}
by xterminhate
Fri Apr 28, 2006 7:17 am
Forum: Beginners Help
Topic: I wnat to transparent 2D Img
Replies: 6
Views: 316

You have to build irrlicht from source.

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=12387
by xterminhate
Fri Apr 28, 2006 6:36 am
Forum: Project Announcements
Topic: [Released] High On Racing
Replies: 7
Views: 2001

Look really fun ! Great work. Post a demo plz !

You should activate FSAA.
by xterminhate
Fri Apr 28, 2006 6:30 am
Forum: Beginners Help
Topic: I wnat to transparent 2D Img
Replies: 6
Views: 316

Do you want alpha and transparency at once ? I have got a fix for D3D0 too.
by xterminhate
Thu Apr 27, 2006 12:47 pm
Forum: Competition Time!
Topic: Challenge Ideas - advanced
Replies: 23
Views: 19169

My opinion is Irrlicht lakes up to date built-in shaders.

Let's code some shaders and provide a high level API for shader management (based on XML config, editor...).

Challenge's result will be integrated in the next release of irrlicht sdk for intermediate users....
by xterminhate
Wed Apr 26, 2006 9:29 pm
Forum: Advanced Help
Topic: how to blend : One , SrcAlpha ?
Replies: 3
Views: 504

draw2DImage do it for you.
by xterminhate
Wed Apr 26, 2006 7:40 pm
Forum: Advanced Help
Topic: how to blend : One , SrcAlpha ?
Replies: 3
Views: 504

what do you want to blend ?
by xterminhate
Wed Apr 26, 2006 12:23 pm
Forum: Beginners Help
Topic: Real time Loading
Replies: 8
Views: 641

check the position of the node you're loading... maybe it is out of range of the camera.
by xterminhate
Wed Apr 26, 2006 6:46 am
Forum: Advanced Help
Topic: BlizPortals interactive demo released
Replies: 6
Views: 799

Great work ! You should add a second (animated) texture channel to make your portal look like the Quake portals (white borders).

Xterm-In'Hate.