Search found 1654 matches

by arras
Tue Mar 16, 2010 12:12 pm
Forum: Bug reports
Topic: Problem with material diffuse color
Replies: 10
Views: 3748

I might try to get BlindSide interested in this then. Perhaps he might know something. I do know a little bit about GLSL but OpenGL stuff itself is beyond my capabilities. All I know is from articles like this one: http://www.clockworkcoders.com/oglsl/tutorial5.htm here is citation: Material Paramet...
by arras
Tue Mar 16, 2010 11:00 am
Forum: Bug reports
Topic: Problem with material diffuse color
Replies: 10
Views: 3748

Ok, thanks hybrid. I would say, whoever is author of ColorMaterial code, he will probably have some idea of what's going on.
by arras
Tue Mar 16, 2010 12:05 am
Forum: Bug reports
Topic: Problem with material diffuse color
Replies: 10
Views: 3748

Well, it might very well be it is. But there is one thing that makes me wonder about it a little bit: by default, those values store material properties (by default in OpenGL). But if ECM_DIFFUSE (default in Irrlicht) is used, its is neither vertex color, nor material diffuse which is stored in gl_F...
by arras
Mon Mar 15, 2010 11:42 pm
Forum: Advanced Help
Topic: GLSL gl_LightSource.halfVector problem
Replies: 0
Views: 1327

GLSL gl_LightSource.halfVector problem

I am having some problems with GLSL parameter gl_LightSource.halfVector . It should store a vector with a direction half-way between the eye vector and the light vector. It is used to compute specular color. Using Irrlicht it however use some strange values with resulting specular lighting messed up...
by arras
Mon Mar 15, 2010 10:58 pm
Forum: Bug reports
Topic: Problem with material diffuse color
Replies: 10
Views: 3748

Thanks hybrid. I did miss that change between Irrlicht versions. It is actually very useful one. However I have small issue with GLSL shader. Normally gl_FrontMaterial and gl_BackMaterial parameters store all material properties including ambient, diffuse and specular. Parameter gl_FrontLightProduct...
by arras
Mon Mar 15, 2010 6:27 pm
Forum: Bug reports
Topic: Problem with material diffuse color
Replies: 10
Views: 3748

Problem with material diffuse color

Material diffuse color does not seem to influence color of node at all. Ambient color and specular color works well. Final diffuse color should be calculated from Light.DiffuseColor * Material.DiffuseColor. Yet if I set light diffuse to rgb[1,1,1] and material diffuse to rgb[1,0,0] resulting color i...
by arras
Mon Mar 15, 2010 3:34 pm
Forum: Open Discussion and Dev Announcements
Topic: SLight Attenuation proper setup suggestion
Replies: 0
Views: 1632

SLight Attenuation proper setup suggestion

Note: this is for OpenGL, I do not know how light attenuation works in DX. I used to have hard time to set up my scene lights properly. It was mostly because I did not understood how attenuation works. It is also I think, because default ILightSceneNode attributes created by ISceneManager::addLightS...
by arras
Sat Mar 13, 2010 5:57 pm
Forum: Beginners Help
Topic: Using the new vertex manipulator for texture splatting?
Replies: 3
Views: 768

If you want to do that without shaders you can use EMT_TRANSPARENT_VERTEX_ALPHA material. You need to draw polygon one time for each texture you blend. Let say you have square tile which have three textures in three corners. First set texture 1 to material and set vertices to proper alpha. Call draw...
by arras
Sat Mar 13, 2010 9:46 am
Forum: Beginners Help
Topic: Indices and vertices
Replies: 6
Views: 499

Right. Made some tests, it's clockwise. I had false impression that it's counter cw since I always faced "front", that is along Z axis while setting vertices/indices but looked opposite to see face. So I was building it clockwise in fact.
by arras
Fri Mar 12, 2010 9:47 am
Forum: Beginners Help
Topic: Indices and vertices
Replies: 6
Views: 499

hybrid wrote:Irrlicht uses clockwise front-facing.
Are you sure on that? I am building my faces counterclockwise so far and it's working. That is if I assume front is positive axis facing.
by arras
Fri Mar 12, 2010 9:38 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: How to get turn pitch roll with Irrlicht
Replies: 7
Views: 6224

Can you set up test case (which shows your problem) and post code here while sending me your model you use for animated node?
by arras
Fri Mar 12, 2010 9:31 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Turn around origin in 3D
Replies: 10
Views: 8105

You have two possibilities I know about: You can edit your model in modelling/animating application. There are dozens out there. 3DMax, Maya, Blender, Milkshape3D, CharacterFX just to name few in range from hi cost professional to freeware. If you don't have experience with using them than you can t...
by arras
Thu Mar 11, 2010 6:30 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Turn around origin in 3D
Replies: 10
Views: 8105

Now to me this seems like contradiction: ...and my model still rotates arbitrarily ...what i mean by arbitrary is the character i have rotates around himself ...but I'm wondering why my character doesn't rotate around himself but everything i've seen just rotates him from a position other than himse...
by arras
Thu Mar 11, 2010 6:22 pm
Forum: Beginners Help
Topic: Normals
Replies: 9
Views: 931

Exactly. If you want to have sharp edge between faces (any faces) then you need to split vertices, rising their count. However polygon count remains the same and while vertex count do matter a little bit, its polycount which really kills performance.
by arras
Thu Mar 11, 2010 2:04 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Turn around origin in 3D
Replies: 10
Views: 8105

What exactly do you expect your model to do, what do you mean by "arbitrarily"? You code seems to be exact copy of one of those functions I posted. Does it something different than it does in my example?