Texture shinyness

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elvencode
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Texture shinyness

Post by elvencode »

Hi,
in the FX example i've tried to set the material of the walls to have specual highlighing , but i cant make it work.
i've set this

Code: Select all

scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds");

smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.008f);

scene::ISceneNode* node = 0;

node = smgr->addAnimatedMeshSceneNode(mesh);
node->setMaterialTexture(0,	driver->getTexture("../../media/wall.jpg"));

node->getMaterial(0).SpecularColor = irr::video::SColor(255,255,255,255);
node->getMaterial(0).Shininess = 255.0f;
node->setMaterialType(video::EMT_SOLID);
but 've not seen any differencies, in DIRECTX and OPENGL. it's an error of mine?
thanks :)
Tequilla
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Post by Tequilla »

Hmm... My first idea: I don't think that the new value is applied to the node automatically. Perhaps you have to do that with a set-function.
Second idea: Perhaps you have to disable the lightmap with
node->setMaterialFlag(EMT_SOLID);
niko
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Post by niko »

the problem is that specular lighting has not been implemented yet, sorry. :roll: But I am working on this, should not be hard to add this feature.
elvencode
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Post by elvencode »

i thinked that was the problem 21.040 explained in this FAQ
http://www.opengl.org.ru/docs/faq/texture.htm
but as you said, it's only a thing not already implemented
:)
hope that FAQ answer will help you, if you dont make it work. however i need these things because i've to make a room/corridor with metallic plates, and specular lighting, bumpmapping, shadows etc are a must have for a scifi horror game :wink:
there're 2 good examples at http://www.sulaco.co.za/opengl5.htm (the first 2), for metal reflections, the better thing is to make different choices like simple specular, specular with GL extension (with/without texture), enviroment mapping to simulate specular
stampsm
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Post by stampsm »

that was a cool site it had a lot of good tutorials and source for them :wink:
elvencode
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Joined: Thu Oct 02, 2003 11:10 am
Location: Italy
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Post by elvencode »

McCLaw

Post by McCLaw »

elvencode wrote:i thinked that was the problem 21.040 explained in this FAQ
http://www.opengl.org.ru/docs/faq/texture.htm
but as you said, it's only a thing not already implemented
:)
hope that FAQ answer will help you, if you dont make it work. however i need these things because i've to make a room/corridor with metallic plates, and specular lighting, bumpmapping, shadows etc are a must have for a scifi horror game :wink:
there're 2 good examples at http://www.sulaco.co.za/opengl5.htm (the first 2), for metal reflections, the better thing is to make different choices like simple specular, specular with GL extension (with/without texture), enviroment mapping to simulate specular
What do you mean, WAS a Good site ;)
stampsm
Posts: 142
Joined: Mon Nov 10, 2003 5:52 pm
Location: Las Vegas

Post by stampsm »

ok. i stated "was" because i just got done viewing it when i typed that message, and my personal viewing of it was in the past tense, even if only a few minutes in the past tense.
its amazing have a language like english can have multiple posible meanings, at least when you program in c++ every statement has only one possible meaning
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