Search found 2600 matches
- Fri Dec 09, 2016 11:25 am
- Forum: Beginners Help
- Topic: [fixed]Strange circle with billboard and ortho camera
- Replies: 24
- Views: 7071
Re: Strange circle with billboard and ortho camera.
If you have a wrapper, surely you can multiply the Z value there? The internal Z value can be the layer times 20.
- Mon Dec 05, 2016 4:05 pm
- Forum: Beginners Help
- Topic: Coordinates of the vertices in the world coordinate system
- Replies: 10
- Views: 696
Re: Coordinates of the vertices in the world coordinate syst
The fastest way would be to transform the object's bounding box, and then use that, either as a box or as a sphere.
- Fri Dec 02, 2016 9:58 am
- Forum: Open Discussion and Dev Announcements
- Topic: New method proposal: ISceneNode::getScreenSpace()
- Replies: 21
- Views: 4264
Re: New method proposal: ISceneNode::getScreenSpace()
It is a matrix multiply per node, and not needed in many applications, so it should be calculated on-demand rather than automatically. Good idea otherwise.
- Fri Nov 18, 2016 10:47 am
- Forum: Everything 2d/3d Graphics
- Topic: Ancient Realtime Renders
- Replies: 76
- Views: 17005
Re: Ancient Realtime Renders
You can include more than one image in one post...
- Sat Nov 12, 2016 10:06 am
- Forum: Beginners Help
- Topic: getOpenFileName image find
- Replies: 14
- Views: 878
Re: getOpenFileName image find
You still used a local variable.
- Thu Nov 10, 2016 10:53 am
- Forum: Beginners Help
- Topic: getOpenFileName image find
- Replies: 14
- Views: 878
Re: getOpenFileName image find
Your returned pointer is invalid. The object disappears when the function returns.
- Mon Oct 24, 2016 2:24 pm
- Forum: Beginners Help
- Topic: Control scale and rotation when set parent node.
- Replies: 3
- Views: 421
Re: Control scale and rotation when set parent node.
You only scale in the Z direction. You may want to scale in XZ or all three.
- Wed Oct 19, 2016 9:07 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 359153
Re: Post Your Irrlicht Screenshots / Render Here.
Or a hint of Eva.
- Tue Oct 18, 2016 9:07 am
- Forum: Beginners Help
- Topic: [fixed] Texture offset - bleeding texture atlas
- Replies: 3
- Views: 1057
Re: Texture offset using a sprite sheet - bleeding texture a
To use nearest interpolation in irr, disable anisotropic, trilinear, and bilinear in the material.
- Mon Oct 17, 2016 11:00 am
- Forum: Beginners Help
- Topic: C Bindings for Irrlicht. Advice needed.
- Replies: 1
- Views: 296
Re: C Bindings for Irrlicht. Advice needed.
Typedef a void pointer, or use a struct.
- Sat Oct 15, 2016 3:51 pm
- Forum: Beginners Help
- Topic: Do we have Irrlicht 1.9 on GitHub?
- Replies: 3
- Views: 795
Re: Do we have Irrlicht 1.9 on GitHub?
Install git-svn, or whatever it's called, then you can use git commands.
- Sat Oct 15, 2016 10:13 am
- Forum: Beginners Help
- Topic: [fixed] Texture offset - bleeding texture atlas
- Replies: 3
- Views: 1057
Re: Texture offset using a sprite sheet
Bleed is a known issue with texture atlases, usually hit when using mipmaps, but also possible due to floating point inaccuracies with mipmaps disabled. In short: if your hw supports texture arrays, use them instead. If you need texture atlases, in your 2d case you should disable mipmaps and set the...
- Fri Oct 07, 2016 9:31 am
- Forum: Advanced Help
- Topic: Terrain highlight - under mouse cursor
- Replies: 5
- Views: 1560
Re: Terrain highlight - under mouse cursor
Your picture had no hills. With rugged terrain, you should use a shader.
- Thu Oct 06, 2016 6:46 pm
- Forum: Advanced Help
- Topic: Terrain highlight - under mouse cursor
- Replies: 5
- Views: 1560
Re: Terrain highlight - under mouse cursor
If your ground is flat, the easiest way is to place a quad at 0.01 y, textured with that circle.
- Tue Oct 04, 2016 5:53 pm
- Forum: Advanced Help
- Topic: Huge terrain / landspace render
- Replies: 2
- Views: 722
Re: Huge terrain / landspace render
Check Wikipedia:
https://en.wikipedia.org/wiki/List_of_A ... .29_Series
The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.
https://en.wikipedia.org/wiki/List_of_A ... .29_Series
The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.