the project is good but lack tutorials and how to

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agx
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the project is good but lack tutorials and how to

Post by agx »

I'm new to irrlicht, tested other engines and this seems the most easy too use and also works with dev-cpp and also under linux so its cool for me.

Well i've learned openGL using all the NeHe tutorials and i think irrlich really miss more detailed tutorial about how to do certain stuffs.

For instance i've a billboard with a trasparent texture and i want overlap over it another billboard with a trasparent logo.

In openGL i do this using ARB extensions and multitexturing OR blending the 2 billboard one over the other.

The closest result i got with irrlich is this:

Code: Select all

IBillboardSceneNode *node1 = scenedriver->addBillboardSceneNode ( 0, core::dimension2d< f32 >(100.0f, 100.0f) );
node1->setPosition(core::vector3df(0,0,100));
node1->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
node1->setMaterialFlag(EMF_LIGHTING, false);
node1->getMaterial(0).AmbientColor.set(255,255,255,255);
node1->getMaterial(0).DiffuseColor.set(255,255,255,255);
node1->setMaterialTexture( 0, videodriver->getTexture("data/test2.png") );
node1->setMaterialType( video::EMT_TRANSPARENT_ALPHA_CHANNEL );
 
IBillboardSceneNode *node2 = scenedriver->addBillboardSceneNode ( 0, core::dimension2d< f32 >(100.0f, 100.0f) );
node2->setPosition(core::vector3df(0,0,100));
node2->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
node2->setMaterialFlag(EMF_LIGHTING, false);
node2->getMaterial(0).AmbientColor.set(255,255,255,255);
node2->getMaterial(0).DiffuseColor.set(255,255,255,255);
node2->setMaterialTexture( 0, videodriver->getTexture("data/opengl.tga") );
node2->setMaterialType( video::EMT_TRANSPARENT_ALPHA_CHANNEL  );
but the logo appear BELOW then test texture... how do i make 100% sure for it to appear OVER?

Thank you, Antonio
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Last edited by agx on Tue Feb 22, 2011 6:44 am, edited 1 time in total.
rogerborg
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Post by rogerborg »

Please upload candidate patches to the tracker.
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JP
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Post by JP »

rogerborg's method should indeed work.

in ogl what i'd do is disable depth testing to ensure they were drawn in the correct order, but in irrlicht i'm not so sure how to do that.

I think in the material settings on a node you can disable z-write which would probably do the trick, though i read somewhere recently that the z-write flag is sometime's ignored... or not ignored... or something :lol:
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agx
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Post by agx »

rogerborg wrote:Uncanny, I just answered that one.
Hehehe that's ok i found it myself too after thinking more but this will work only for a billboard object: what about a cube or a sphere?
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Last edited by agx on Tue Feb 22, 2011 6:44 am, edited 1 time in total.
FuzzYspo0N
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Post by FuzzYspo0N »

the project is good but lack tutorials and how to
You evidently dont look at the reality before rash statements. You will be surprised the material for irrlicht is considerably larger than most other free engines, especially in the user community. Just hit search next time, its helpful cos it actually "reads the forums for you"...
Ok no, it wont. just remember to look first, then ask..

"how do i shot web"
agx
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Joined: Thu Jan 31, 2008 7:29 pm

Post by agx »

FuzzYspo0N wrote:
the project is good but lack tutorials and how to
You evidently dont look at the reality before rash statements. You will be surprised the material for irrlicht is considerably larger than most other free engines, especially in the user community. Just hit search next time, its helpful cos it actually "reads the forums for you"...
Ok no, it wont. just remember to look first, then ask..

"how do i shot web"
I insist, the documentation is poor, also the search engine of the forum does not help much finding the right post, even changing the keyword
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Last edited by agx on Tue Feb 22, 2011 6:44 am, edited 1 time in total.
FuzzYspo0N
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Post by FuzzYspo0N »

i reiterate :
"how do i shot web"
do you think searching for something on google gets you instant relevant results for evey case? you seem to think programmed code is like your own mind, "i need this, look through for what IM looking for" no, actually, use keywords like RTT and you, yes, YOU have to read through the results. EVEN, on google. unless you build google into a forum and become a millionaire, you are stuck with programmed searches..

I dont think i learnt irrlicht from sitting plump on a one file resource of a million examples, a millions references and 2000 line comments in each function of the documentation. You slamming something you could never ever acheieve, so i am not really worried as to a reply, you make your own hole deeper. the forums have a search, it takes effort. The documentation has information, it takes reading and knowing how an API works, thats all.

Im not attacking/trying to offend you, its just that you should evaluate what it takes to use something advanced, and if there are problems (which there always are) make solutions, not complaints.

:)
agx
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Joined: Thu Jan 31, 2008 7:29 pm

Post by agx »

FuzzYspo0N wrote: Im not attacking/trying to offend you, its just that you should evaluate what it takes to use something advanced, and if there are problems (which there always are) make solutions, not complaints.
In any case i've added this, please fix if i did some error :)

http://www.irrlicht3d.org/wiki/index.ph ... dMaterials
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Last edited by agx on Tue Feb 22, 2011 6:44 am, edited 1 time in total.
JP
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Post by JP »

What's so poor about the docs? Do you mean the wiki? I think that's very unpopulated. But the API is a great piece of documentation and should be bookmarked for every irrlicht developer!
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rogerborg
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Post by rogerborg »

Don't mind Fuzzy, he's just got centipedes in his swimsuit again. :P

Thanks for adding to the Wiki. Explaining something is definitely the best way to understand it.
Please upload candidate patches to the tracker.
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MasterGod
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Post by MasterGod »

There's also that which is in its early stage but its a start..
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Dev State: Abandoned (For now..)
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