Realistic water scene node

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki

Postby koller202 » Mon Oct 01, 2007 3:14 am

i know this bug

if use very large waterscenenode 51200,51200 and more

it bug and if use a little 500,500 no bug
________
MICHIGAN DISPENSARIES
Last edited by koller202 on Thu Feb 17, 2011 1:17 am, edited 1 time in total.
koller202
 
Posts: 143
Joined: Tue May 08, 2007 4:53 am
Location: Thailand

Postby MasterGod » Mon Oct 08, 2007 1:42 pm

Is it v1.4 compatible?
User avatar
MasterGod
 
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel

Postby JP » Mon Oct 08, 2007 2:15 pm

Instead of spamming a load of old threads needlessly you could just try it yourself and see! Don't expect others to do work you're capable of doing yourself!
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby itx » Wed Oct 31, 2007 10:15 am

Small bug ;(
If we append on scene any object with shadow, wataer disapepar
itx
 
Posts: 9
Joined: Thu Aug 10, 2006 12:46 pm

Postby agt » Sun Feb 03, 2008 1:09 pm

Hi!

This is a great shader. But it crashes in fullscreen mode when you switch windows. Probably because of this bug. Has anyone experienced the same problem?
agt
 
Posts: 5
Joined: Sat May 05, 2007 10:50 am

Postby bloodbao » Sun Mar 02, 2008 7:54 am

er,I use it under the last SVN version:
the code pass:but Detected memory leaks!
May be WaterMesh drop wrong?
who can help me? thanks!
bloodbao
 
Posts: 15
Joined: Fri Aug 31, 2007 1:12 pm

Postby elvman » Sun Mar 02, 2008 3:49 pm

I will try to fix that.
elvman
 
Posts: 228
Joined: Sun Sep 17, 2006 9:37 am

Irr 1.4 and Water Node

Postby Birdman » Sun Mar 02, 2008 7:13 pm

Hello.

I been trying to make this node work with 1.4 and DEVCPP and have no clue on how to do it.

Since i was working on OPENGL only, i recompiled the dll so it could work on D3D also.

Now i get an exception pointing to this line of code:
Camera->setFarValue(CurrentCamera->getFarValue());

Any clue?

Should i rollback to 1.3? or can this work on 1.4?

Side Note: I tried the Realistic_WaterCC made by christianclavet, and i got some problems with that also, specifically with the addHillPlaneMesh fuction and also the same problem with getFarValue.

Thanks for any help you can give me
The sleeper must awaken!
Birdman
 
Posts: 25
Joined: Mon Jan 28, 2008 5:45 am
Location: Buenos Aires

Postby bloodbao » Mon Mar 03, 2008 2:29 am

i use Realistic_WaterCC,too.
It seems that you must set camerascenenode before u initialize the waterscenenode.i use vc2008 and irrlicht svn,the debug output infomation
tell me that mesh drop error!
Code: Select all
      bool drop() const
      {
         _IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0) // someone is doing bad reference counting.

         --ReferenceCounter;
         if (!ReferenceCounter)
         {
            delete this;   //exception here!help me!
            return true;
         }

         return false;
      }

thanks!
bloodbao
 
Posts: 15
Joined: Fri Aug 31, 2007 1:12 pm

Postby elvman » Mon Mar 03, 2008 4:31 pm

What is Realistic_WaterCC?
And I will try to fix all these and all known bugs this week.
elvman
 
Posts: 228
Joined: Sun Sep 17, 2006 9:37 am

Postby JP » Mon Mar 03, 2008 4:35 pm

That's Christian Clavet's version of your water node i think, he used it in his subway demo.
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby Birdman » Thu Mar 06, 2008 10:58 pm

elvman wrote:What is Realistic_WaterCC?
And I will try to fix all these and all known bugs this week.


Yeah as JP said, its the Clavet version of your node.

Well thanks in advance for any fix you can do on this code, it would be able to use this in 1.4.
The sleeper must awaken!
Birdman
 
Posts: 25
Joined: Mon Jan 28, 2008 5:45 am
Location: Buenos Aires

Postby elvman » Sat Mar 08, 2008 8:37 pm

Ok, I updated the code a little bit.
Fixed the bug with the wrong refraction.
Added clip plane for reflection, so the reflection is more precise and the code must be a bit faster.

Todo:
Now I am working on the GLSL support and fixing bugs with scene node dissapearance.
elvman
 
Posts: 228
Joined: Sun Sep 17, 2006 9:37 am

Postby bloodbao » Sun Mar 09, 2008 12:09 pm

new test error,message as follow:

Dumping objects ->
{1782} normal block at 0x043B2748, 1 bytes long.
Data: < > 00
{1781} normal block at 0x043B78C8, 80 bytes long.
Data: < 03 13 H'; > DC 30 33 10 0C 31 33 10 48 27 3B 04 01 00 00 00
{1760} normal block at 0x043B76B0, 112 bytes long.
Data: < > 18 00 00 00 FF FF FF FF FF FF FF FF 00 00 00 00
{1759} normal block at 0x043B70C8, 1 bytes long.
Data: < > 00
.\CSceneManager.cpp(484) : {1758} client block at 0x043B74F8, subtype 0, 376 bytes long.
Data: < 4 l 4 p; > A0 D1 34 10 6C D2 34 10 C8 70 3B 04 01 00 00 00
{1750} normal block at 0x043B2A00, 4 bytes long.
Data: < (; > F0 28 3B 04
.\CGeometryCreator.cpp(110) : {1749} client block at 0x043B7308, subtype 0, 64 bytes long.
Data: <8 3 T 3 *; > 38 95 33 10 54 95 33 10 00 2A 3B 04 01 00 00 00
{1748} normal block at 0x043B7110, 14 bytes long.
Data: < > 00 00 01 00 02 00 01 00 03 00 02 00 CD CD
{1745} normal block at 0x043B71D0, 252 bytes long.
Data: < @ > 00 40 9C C5 00 00 00 00 00 A0 9C C5 00 00 00 00
.\CGeometryCreator.cpp(45) : {1742} client block at 0x043B28F0, subtype 0, 208 bytes long.
Data: < 3 , 3 > C0 95 33 10 2C 96 33 10 CD CD CD CD 01 00 00 00
Object dump complete.
The program '[2164] REALWATER.exe: Native' has exited with code 0 (0x0).

how can i deal it?
bloodbao
 
Posts: 15
Joined: Fri Aug 31, 2007 1:12 pm

Postby elvman » Sun Mar 09, 2008 1:24 pm

Are you sure, that you had an error?
The program '[2164] REALWATER.exe: Native' has exited with code 0 (0x0).
seems to be normal exit.
elvman
 
Posts: 228
Joined: Sun Sep 17, 2006 9:37 am

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: No registered users and 0 guests