multitexturing - linux

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
cyberbillp
Posts: 12
Joined: Tue Jan 04, 2005 11:54 pm
Location: florida
Contact:

multitexturing - linux

Post by cyberbillp »

How can I turn on multitexturing in Linux?

I think I found the api section, but I'm not understanding it. I need to go back to school I think. C++ has changed so much. *sigh* Anyways, how can I turn on Trilinear filtering and multitexturing in Linux? I think I have to do something with this:

enum irr::video::E_MATERIAL_FLAG

Material flags.

Enumeration values:

EMF_WIREFRAME
Draw as wireframe or filled triangles? Default: false.


EMF_GOURAUD_SHADING
Flat or Gouraud shading? Default: true.


EMF_LIGHTING
Will this material be lighted? Default: true.


EMF_ZBUFFER
Is the ZBuffer enabled? Default: true.


EMF_ZWRITE_ENABLE
May be written to the zbuffer or is it readonly. Default: true This flag is ignored, if the material type is a transparent type.


EMF_BACK_FACE_CULLING
Is backfaceculling enabled? Default: true.


EMF_BILINEAR_FILTER
Is bilinear filtering enabled? Default: true.


EMF_TRILINEAR_FILTER
Is trilinear filtering enabled? Default: false If the trilinear filter flag is enabled, the bilinear filtering flag is ignored.


EMF_FOG_ENABLE
Is fog enabled? Default: false.


EMF_MATERIAL_FLAG_COUNT
This is not a flag, but a value indicating how much flags there are.
WalterWzK

Post by WalterWzK »

Well, im a VB.NET 2005 programmer so my code shall not help you in any way but ill try...

First of all, Trilinear filtering can be enabled by setting an objects meterial-flag just like you said already. My code would be:

Code: Select all

// Create a gun object
Dim objGun As ISceneNode = Engine.SceneManager.AddAnimatedMeshSceneNode(Engine.SceneManager.GetMesh(Application.StartupPath & "\data\weapons\rifle\rifle.3ds"), Nothing, 1)

// Set its meterial flags
objGun.SetMaterialFlag(MaterialFlag.TRILINEAR_FILTER, True)
Second, multi-texturing is ON by default I always thought???
So applying multiple textures within a design application works fine for me, but maybe you mean multi-texturing within irrlicht?? I dont know much about that. Sorry mate!
mm765
Posts: 172
Joined: Fri May 28, 2004 10:12 am

Post by mm765 »

You can't just "enable" it, i may have been a bit unclear on that. You need to change the engine's code to enable it.

Or you can use irrlichtnx++ which has multitexturing enabled (not trilinear filtering though).

And walter (i wanted to send this as pm but youre not registered): no answer is better than a wrong answer.
cyberbillp
Posts: 12
Joined: Tue Jan 04, 2005 11:54 pm
Location: florida
Contact:

filtering

Post by cyberbillp »

No Trilinear filtering. Hmmm.

I keep reading conflicting forum messages about this. I read it's not in the engine, I read it just needs to be turned on, etc etc.

Learning an engine (and coming back up to speed on C++) is a challenge. I'd hate to spend my limited time only to get unsatisfactory results.

What features are missing from the Linux version of Irrlicht?

The techdemo, while an impressive accomplishment, seemed to lack basically every modern 3D feature. I saw fog and texture mapping. No shadows, no filtering, no dynamic lights, nothing. Mind you I'm not complaining. But is this the best Irrlicht will do under Linux?

Mind you I'm not trying to be critical. Just trying to get a handle on what I should be able to do with the engine. For example I screwed around with it for a few hours trying to turn on trilinear filtering, only to find out now that the engine does not support it. So i wasted my time.
mm765
Posts: 172
Joined: Fri May 28, 2004 10:12 am

Post by mm765 »

damn im just too bad at explaining things..
irrlicht does support trilinear filtering just not under linux.
cyberbillp
Posts: 12
Joined: Tue Jan 04, 2005 11:54 pm
Location: florida
Contact:

Linux

Post by cyberbillp »

What else is missing from the linux version?
Post Reply