Something like TextureProjectorSceneNode (long long time ago talked about this here).
And here the example for OpenGL.
P.S.: i think this is really cool feature
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Code: Select all
class myRender : public IRender
{
public:
myRender(ISceneManager*);
virtual void OnAnimate(int time)
{
//update all animator, possibility to update in thread (by default on my entity manager)
}
virtual void render()
{
OnAnimate(os::Timer::getTime()); // if is not on thread
smgr->getLightManager()->OnRenderPassPreRender();
//render the scene
smgr->getLightManager()->OnRenderPassPostRender();
}
};
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void init() {
text=L"Hello World";
l=wcslen(text);
}
void loopFunction() {
myFont->draw(text, l, ...);
}
CuteAlien wrote:coders are well-known creatures of the night
CuteAlien wrote:coders are well-known creatures of the night
+1!wing64 wrote:Code: Select all
bool removeHighLevelShaderMaterial( s32 custom_mat_id );
CuteAlien wrote:coders are well-known creatures of the night
1D textures are indeed almost identical to 2d textures with 1pixel widthFury. wrote:The most needed features are:
1) 1D textures
2) floating point textures
3) GPU skinning weighted bones.
4) gamma correction without the need of shaders.
EDIT:
forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of available shaders programs.