I would add projected textures to that list

Ah, yes, sorry. Maybe you could just setAutomaticCulling(false) for that nodes, but I think it is a good idea not to cull lights an cameras by default, you're right.x4861 wrote:And some far-away lights were culled because of this
Also, by rewriting isCulled to be more precise, I got my camera culled out as wellHow about not culling cameras and lights?
HeheEmil_halim wrote: o when next ver [0.11] will be released
You're right, it is not a beta version. It is actually alphakatoun wrote: -Second , for a non beta version it sure mises some things:
That's right, I would have loved to add this. But my hardware only supports ps 1.4. I could have done this with 1.4. too, but I didn'T want to do sacrifice single pass rendering to docubemap texture lookups instead. Maybe I'll buy a nice new gfx card, or ask ATI or NVidia to support me a little bit .Pr3t3nd3r wrote: too bad isn't working with pixel per lithning
That's exactly what I want (directional light) before really using Irrlicht. (I know IrrlichtNX++ has that kind of light but they are going too far away from the orginal engine and don't have all Irrlicht functionnality).Directional and Spot light for both D3D and OGL(I just made that
after I dowloaded IRR0.10.0 and it works(though need