
by hybrid » Sat Oct 29, 2011 11:14 am
Yeah, freat bug report you made there. And your previous post is - really incredible - 60 *seconds* old. Can't really imagine why no one answered you in between. So best of luck with your patience and skills for problem reporting at the next engine.
Hey, guys can you help me fix this error? It says "....."
The error is still there even when i did "......"
Ohh, and by the way.. I gave up.. Seems like it wasent the right thing for me "........"
by ACE247 » Sat Oct 29, 2011 1:40 pm
'Reason' yeah have fun with OGRE its so abstracted and messy... Well I wont say any more.
reason wrote:Only problem is:by roelor » Tue Jun 08, 2010 12:05 am
this doesnt work well on my intel gma 4500. framerate is low, (thats to be expected) but the terrain is transparant in the distance. (you can look through the terrain).
by freetimecoder » Wed Jun 09, 2010 9:03 am
Hi,
Is it transparent only in the distance or everywhere? Only in the distance. Does it look like on the screenshot, ecxept the transparency? Looks like on the screenshots. What OpenGL/GLSL version do you have? OpenGL 2.1 Does it give any errors in the console? Dont think so.
greetings
Thank you

by reason » Fri Oct 28, 2011 11:49 pm
Ohh, and its been a few days now since i commented. So ive lost interest anyways switching to ogre.
by ACE247 » Tue Nov 01, 2011 2:40 pm
WOAOW!! Problem report? Problematic report...
PS do you have any idea how that terrain works? Didn't think so. I can make the same thing in irrlicht thanks to the magic of guess what? Shaders and proper programming.

using System.Runtime.InteropServices;
...(namespace main class)...
public partial class Main : Form
{
public const string DLLName = "DarkMap Dynamic Library.dll";
#region PInvoke
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern void InitEditor(IntPtr window);
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern void UpdateEditor();
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern IntPtr GetGrid();
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern IntPtr GetNodeFromMouse(int type);
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern void Deselect();
[DllImport(@DLLName, CallingConvention = CallingConvention.Cdecl)]
internal static extern void ResetEditor();
.....
private void Main_KeyDown(object sender, KeyEventArgs e)
{
AltDown = e.Alt;
if (e.Alt)
Input.InputKeyDown(256);
else
Input.InputKeyUp(256);
if (e.Control)
Input.InputKeyDown(255);
else
Input.InputKeyUp(255);
Input.InputKeyDown(e.KeyValue);
}
terrain->setMaterialFlag(video::EMF_LIGHTING,false);

freetimecoder wrote:
- cpp Code: Select all
material.MaterialTypeParam =pack_texureBlendFunc(video::EBF_DST_COLOR,video::EBF_ONE);


driver->setMaterial(material);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
driver->drawMeshBuffer(((scene::ITerrainSceneNode*)array_Nodes[i].Node)->getRenderBuffer());
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, material.MaterialTypeParam);//Create the shader material
shaderMaterial = driver->getGPUProgrammingServices()->addHighLevelShaderMaterial(
vertShader, "main", video::EVST_VS_1_1,
fragShader, "main", video::EPST_PS_1_1,
this, video::EMT_ONETEXTURE_BLEND);
if(array_Nodes[i].Node->getType()==scene::ESNT_TERRAIN){
video::SMaterial material = array_Nodes[i].Node->getMaterial(0);
material.MaterialType = (video::E_MATERIAL_TYPE)shaderMaterial;
material.BlendOperation = video::EBO_ADD;
material.MaterialTypeParam = pack_textureBlendFunc(video::EBF_SRC_ALPHA ,video::EBF_ONE_MINUS_SRC_ALPHA);
driver->setMaterial(material);
driver->drawMeshBuffer(((scene::ITerrainSceneNode*)array_Nodes[i].Node)->getRenderBuffer());
}
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