Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
stefbuet
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Posts: 495 Joined: Sun Dec 09, 2007 4:13 pm
Location: france
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by stefbuet » Tue Aug 17, 2010 4:28 pm
You can post all your application/game glitchs here.
Sometimes it looks like art, or really strange, or "WTF" and that's what's cool
.
stefbuet
Competition winner
Posts: 495 Joined: Sun Dec 09, 2007 4:13 pm
Location: france
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by stefbuet » Tue Aug 17, 2010 4:28 pm
Here was a problem computing wrong UV coord to handle semi-transparent objects in a deferred renderer :
This one is funny, this is the future house style.House roofs are rotated by 180°
- it was a bad camera up-vector when generating dual paraboloid maps to do some reflexion mapping:
stefbuet
Competition winner
Posts: 495 Joined: Sun Dec 09, 2007 4:13 pm
Location: france
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by stefbuet » Sat Aug 21, 2010 11:56 pm
Fail @ dual paraboloid shadow maps.
It generated an abstract Art image :p
Another: (animated it's beautifull, looks like plasma, vector field)
roelor
Posts: 240 Joined: Wed Aug 13, 2008 8:06 am
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by roelor » Mon Aug 23, 2010 10:55 pm
I wish my glitches looked that spectacular.
BlindSide
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Location: NZ!
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by BlindSide » Fri Aug 27, 2010 4:13 am
Ah I had a really nice glitch today, I'll try to reproduce it and post it here.
ShadowMapping for Irrlicht!:
Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Eigen
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by Eigen » Fri Aug 27, 2010 9:40 am
Here's an old one. I was testing out something and these cube nodes were supposed to be scattered semi-evenly/randomly across the terrain.
freetimecoder
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by freetimecoder » Sun Sep 05, 2010 7:39 pm
The cars were supposed to be driving around and avoid each other. But I accidentally increased their mass, which made them gather in the valleys because the engines were to weak to drive over the hills.
Automated parking-lot creation
greetings
arnir
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Posts: 154 Joined: Sat Jan 20, 2007 4:36 pm
Location: Czech Republic
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by arnir » Thu Oct 28, 2010 8:20 am
Iam making an grayscale shader and I forgot to set default grayscaleFactor
programmer is bad designer
designer is bad programmer
Virion
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Posts: 2148 Joined: Mon Dec 18, 2006 5:04 am
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by Virion » Thu Oct 28, 2010 8:27 am
arnir wrote: Iam making an grayscale shader and I forgot to set default grayscaleFactor
heat vision!!
but the wall on the right is so hot!!
pippy3
Posts: 155 Joined: Tue Dec 15, 2009 7:32 am
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by pippy3 » Thu Oct 28, 2010 10:35 pm
Incorrectly set the normal of a vertex on a planetoid sphere:
d3jake
Posts: 198 Joined: Sat Mar 22, 2008 7:49 pm
Location: United States of America
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by d3jake » Fri Oct 29, 2010 10:38 pm
Whoa... cool...
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Virion
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by Virion » Sat Oct 30, 2010 3:24 am
pippy3 wrote: Incorrectly set the normal of a vertex on a planetoid sphere:
is that an alien planet-like spaceship of some kind!
hehe
ent1ty
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by ent1ty » Sat Dec 18, 2010 3:07 pm
Earthquake?
Mel
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Location: Granada, Spain
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by Mel » Tue Dec 21, 2010 12:36 am
Here is an odd case... Same code, diferent results with the variance shadowmapping!... while the teapot has soft shadows, the structure beneath doesn't have smooth shadows... Why?...
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
omaremad
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Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
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by omaremad » Tue Dec 21, 2010 4:33 am
The level mesh probabbly uses more texture layers so might have diffrent filtering settings for its textures.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p