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Posted: Sat Feb 26, 2011 10:11 pm
by cobra
Hi Seven, and thank you.

I have not looked into the Direct3D driver problem yet.

I might delay the next irrWeatherManager release for the next big features.

- Josiah

Posted: Wed Mar 02, 2011 1:57 am
by cobra
Here's a little preview of the Perlin Noise clouds that I was working on for irrWeatherManager.

As I said before, the next release may take a while. I've been busy lately with other things, so I won't have as much time to work on this.


Image
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Posted: Fri Mar 04, 2011 4:34 am
by cobra
Here's an update on the perlin noise clouds.

The perlin texture is applied to a skycone.

The skycone is UV-mapped from a top-down perspective so it gives the clouds a feeling that they go far off into the distant atmosphere.

They're still not finished yet. There's more to come!

Image
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- Josiah

Posted: Fri Mar 04, 2011 6:19 am
by pippy3
That's really awesome

I wonder if LOD in sections would work nice. (eg, render faces nearest the player with a larger texture)

Posted: Tue May 24, 2011 8:59 pm
by Generaallucas
Sorry for bumping guys, but I have a big problem.

each time I try to execute my program, I get this error:
F:\Project\lib\Win32-GCC\static\libirrWeatherManager.a(IBoltSceneNode.o):IBoltSceneNode.cpp:(.text$_ZN3irr5scene10ISceneNode11getMaterialEj[irr::scene::ISceneNode::getMaterial(unsigned int)]+0x2)||undefined reference to `_imp___ZN3irr5video16IdentityMaterialE'|
things I have done:

-included lib in linker settings
-tried to recompile the lib and again include it... no difference
-put the recourses in the game directory (under the right path, of course)

and still no difference...

renderer: OPENGL

the source code of the engine already is longer dan 1.200 lines, so I think I can't post it XD

Posted: Wed May 25, 2011 6:29 am
by Brainsaw
I had that error as well (with my IrrOde wrapper). I was able to fix it by changing the order of the linked libs in Code::Blocks, maybe this helps.

Posted: Wed May 25, 2011 3:00 pm
by Generaallucas
It worked, thx. (though I got same problem with Newton... :shock: Fortunately, I also solved that one.)

Re: irrWeatherManager 0.0.5 - weather system for Irrlicht

Posted: Tue Sep 20, 2011 6:51 pm
by alanacial
Looking to solve the issue where the sun does not move, the athmosphere does not change color (as if time is stopped). Verified with the following: when used with EDT_DIRECT3D9 the variable "J" does not increment properly, but when use with EDT_OPENGL, everything performs as expected.

Code: Select all

 
void IWeatherManagerAtmosphere::update()
{
        updateTimer();
        SColor sp;
 
                J=J+(((double)dayspeed/86400)/1000.0f)*dTime;
 
I am not sure why or how changing the renderer would change the outcome of J. I have verified dayspeed is the default 60.0f, and that dTime is properly updating. But J is always equal to "2455282.2500000000" and never changes. While when the renderer is changed to EDT_OPENGL, J updates properly.

p.s. I am using this with the irrweathermanager. If the irrweathermanager project is discontinued, I am also asking this same question on the thread for ATMOsphere http://irrlicht.sourceforge.net/forum/v ... re#p257247

Re: irrWeatherManager 0.0.5 - weather system for Irrlicht

Posted: Thu Feb 13, 2014 12:01 am
by robmar
This must be a bug:-

updateweather()
{
...
line 181 : beam->setLine(vector3df(0,0,0), vector3df((neg=1)?dirX:-dirX,-14020,(neg=1)?dirZ:-dirZ),

should this be :- beam->setLine(vector3df(0,0,0), vector3df((neg==1)?dirX:-dirX,-14020,(neg==1)?dirZ:-dirZ), ?

C: bool b = bTest ? 1 : 0;

So... (neg=1) ? dirX : -dirX should be (neg==1) ? dirX : -dirX

Re: irrWeatherManager 0.0.5 - weather system for Irrlicht

Posted: Thu Jul 12, 2018 2:21 am
by denzelbro
Nice feature! and the jitter bug seems to be solved. I did more test and it seems the moon is not correctly position like the sun and weirdly drops in the middle of terrain. Anyone noticed this and got through with a fix? I already applied all the latest posted code related to MoonPosition.

Re: irrWeatherManager 0.0.5 - weather system for Irrlicht

Posted: Thu Jul 12, 2018 12:15 pm
by denzelbro
finally solved it with just simply adding..

Code: Select all

MoonMaterial.ZBuffer = false;
author forgot to add this even in the last SF commit (revision 7).