The link to the patch does not work currently, maybe a typo in the url?hybrid wrote:The new patch just replaces the old one. Maybe I should add a revision to the patches such that the changes becomre more visible. So simply remove the previous patch (patch -R ...), download the new one and apply it.
Search found 9654 matches
- Thu Apr 13, 2006 2:15 pm
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27203
- Thu Apr 13, 2006 1:24 pm
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27203
I always keep my assets (models, sounds, etc) in a separate sub-directory Yeah, i didn't know how to include that in that patch. I solved that problem slightly different, by not exchanging the original .obj loader but including the new one in my project and adding it as external Meshloader. This wa...
- Tue Apr 11, 2006 4:04 pm
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27203
I found a page with some description of the .mtl format. Thought no word about colors inversed or not inversed: http://www.csit.fsu.edu/~burkardt/data/mtl/mtl.html For Alpha's it seems the default 1.0 in Maya means no transparence at all, so this seems to be inversed. I guess it would be a good idea...
- Tue Apr 11, 2006 3:10 pm
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27203
- Tue Apr 11, 2006 3:00 pm
- Forum: Beginners Help
- Topic: Trying to get ambience on purely transparent polygons
- Replies: 5
- Views: 186
- Tue Apr 11, 2006 2:47 pm
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27203
- Tue Apr 11, 2006 2:26 pm
- Forum: Beginners Help
- Topic: Trying to get ambience on purely transparent polygons
- Replies: 5
- Views: 186
- Tue Apr 11, 2006 12:59 pm
- Forum: Beginners Help
- Topic: Trying to get ambience on purely transparent polygons
- Replies: 5
- Views: 186
Trying to get ambience on purely transparent polygons
Not sure if this is possible, because i failed so far doing it, but maybe someone has an idea: I have a model with material type EMT_TRANSPARENT_ALPHA_CHANNEL. My textures have pixels where the r,g,b compontent is set to 0, so only the alpha component should be used. I'd like it to be shown with the...
- Mon Apr 10, 2006 9:11 pm
- Forum: Off-topic
- Topic: What you use?
- Replies: 22
- Views: 1215
It's mostly Kanotix for me (a distro based on Debian-SID and Knoppix). Sometimes i boot a Win98SE, but that's mainly because i don't have other Windows-Versions here (yeah, you _can_ still buy Computers without Windows). But if i had the choice (spelled: money) my second System wouldn't be 98 but 20...
- Mon Apr 10, 2006 1:15 am
- Forum: Beginners Help
- Topic: game with irrlicht
- Replies: 7
- Views: 929
- Fri Apr 07, 2006 6:50 pm
- Forum: Advanced Help
- Topic: [SOLVED]Particle disapear when node rotate and rotation glob
- Replies: 16
- Views: 2294
- Thu Apr 06, 2006 5:52 pm
- Forum: Beginners Help
- Topic: Realtime shadows
- Replies: 5
- Views: 471
is there a reson why most of my posts don't get any reply? Yeah - there is this really secret 'inner' forum where we decide to whom we answer and which persons we ignore ;-) Or it might be that you just didn't search enough for other posts in this forum which describe the same problem. Unfortunalty...
- Sun Apr 02, 2006 3:24 pm
- Forum: Beginners Help
- Topic: The general stuff about making games.
- Replies: 5
- Views: 424
The format of your level really depends on what you need in your game. I can give you an example of a very simple levelformat (uses tinyXml and standard template lib): struct SkyboxSettings { SkyboxSettings(); void ReadFromXml(TiXmlElement * settings_); std::string mTextureUp; // texture filename st...
- Sat Apr 01, 2006 11:40 am
- Forum: Advanced Help
- Topic: Octree serialization to avoid huge loading time
- Replies: 3
- Views: 982
Creating an COctTreeTriangleSelector for OctTreeSceneNode's was also too slow for me. But the OctTreeSceneNode has certainly already an octree, so i wrote a selector which does use that octree and which get's created after the octree generation of the OctTreeSceneNode. I have still the problem that ...
- Sat Apr 01, 2006 8:20 am
- Forum: Advanced Help
- Topic: Compiling issues w/ Irrlicht using C::B and MinGW gcc?
- Replies: 2
- Views: 214
Hm, i work with c::b on linux and on windows (with MingGW gcc). It worked by simply importing the dev-c++ project files in C::B. I use stl in my project and had no problems so far, but i also didn't know about the issue. So maybe i've just been lucky so far. Irrlicht itself does not use the standard...