Ambiera ForumDiscussions, Help and Support. |
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I started working with Irrlicht (1.3, then 1.4) to create my "world", but hit a brick wall when it came to shadowmapping. I saw that IrrEdit supports shadowmaps and lighting, so thought I'd try to navigate this route. However, I cannot seem to reproduce the same "quality" of mesh displayed using IrrEdit compared to using the Irrlicht engine itself; unless I missed the settings somewhere, some of the flags I can use in the engine alone are not available in IrrEdit. I'm hoping I simply overlooked an area {fingers crossed}. In my Flickr pics, I have screenshots of the same tree displayed in IrrEdit (EditViewSolid is just the SOLID material setting so you can see how the tree branches are built with planes, and EditViewAlpha is the *best* result I could get after trying all of the available settings in that Materials tab). The "EngineView" picture (the third one) is how the tree *actually* appears in the Irrlicht engine, not using IrrEdit. So, I know that type of rendering is possible ;). The URL is http://www.flickr.com/photos/243.... The pertinent C++ code I used in Irrlicht 1.4 to display a tree is: scene::IAnimatedMeshSceneNode* ConiferTree = smgr->addAnimatedMeshSceneNode(smgr->getMesh("data/Conifer02.ms3d"));Any way to duplicate this in IrrEdit? My search for help with shadowmapping in Irrlicht itself didn't work out too well, and shadows are extremely important to my project --- my reason for considering IrrEdit. Stencil shadows are just too sharp on the edges for my outdoor scene. Thanks much! |
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Doesn't it work by simply setting the material of the tree in the material tab to 'trans_alpha_channel'? Ah, maybe there is now a treshold in 1.4, try setting it to something like 127 or so. |
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