hi
thanks for the links
but i saw both of them before, the first one doesn't have outline, and the second one... i dunno why did i dropped out :O
anyway, im going to check it out, thanks ^^
but still need sollution, im not sure i can do it ><;
edit:
i tried the second one, and thats what i want! (maybe a little stronger outline, but thats not the problem)
but... i can't get it work with irrlicht...
if i put it into dx9 it doesnt work (keeps telling something wrong with v0 and so on), but it compiles with dx8.
but so, its invisible...
passing variables with this:
Code: Select all
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
video::SColorf col(0.75f, 0.95f, 1.0f, 1.0f);
services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 4, 1);
core::vector3df pos = device->getSceneManager()->
getActiveCamera()->getAbsolutePosition();
invWorld.transformVect(pos);
services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);
services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);
whats the problem?
edit2:
tried with this:
Code: Select all
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
worldViewProj = worldViewProj.getTransposed();
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
video::SColorf col(0.75f, 0.95f, 1.0f, 1.0f);
services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 4, 1);
core::vector3df pos = device->getSceneManager()->
getActiveCamera()->getAbsolutePosition();
invWorld.transformVect(pos,core::vector3df(0.0f, 0.0f, 20.0f));
services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 5, 1);
core::vector3df objspacepos;
invWorld.transformVect(objspacepos,core::vector3df(5.0f, 5.0f, 5.0f));
services->setVertexShaderConstant(reinterpret_cast<f32*>(&objspacepos), 6, 1);
and it pops up, but well... it appears to be a box, and has some toon shader, but no outline, and the texture is screwed up...did i wrong something?