thx filax! this is exactly the kind of stuff im looking for.
I'm a little bit disturbed by the : ib3d_ it's a little bit long to write ?
seems to be the longest standing issue with my stuff is the prefixs :) even with framework command, my goal is simply to avoid confusion. if Max3D is anything like Max2D, it will attempt to replicate many of the commands of B3D. i just trying to pre-emptively avoid any confusion that may occur because of this.
ib3d_Graphics3D(640,480,32,True)
just as a side note, looks like you are trying to enable the stecil buffers for shadowing. i know i altered the parameters to ib3d_Graphics3D() but it looks like its an older version thats out there. not sure what happened. with the version of ib3d_Graphics3D() that you have there is no way to enable the stencil buffers for shadowing. you can do it by calling the Graphics3D method on the ib3d_engine type (see the API doc). there is a global reference to the engine.
I don't understand very well the irrlicht unit ?
again, this is exactly the type of inconsistancies im looking for. there must a ratio that needs to be worked out between the 2 APIs for scaling. if i can get that ratio then hopefully can work out a conversion and integrate it. i will take a look at this very soon since im currently on the terrain stuff and the samples i have involve scaling.
The shininess ? i have try many many value but without good
result ? in your doc your are talking about a MaterialIDX ?
what this ?
in Irrlicht, each entity can have multiple materials associated with it. in range from 0 to entity._node.getMaterialCount(). the MaterialIDX is a way to set the option for multiple materials. as for why its not working, its probably due to shininess not being implemented in the OpenGL driver yet and that is what the Graphics3D command is defaulting to. really need to get more options into that command... for now, look at the Graphics3D() method on the engine to initialize the graphics and pass in the directx driver constant.
i hope that you continue !
making progress anyway :) keep up the testing and thx again :)
I'm a little bit disturbed by the : ib3d_ it's a little bit long to write ?
seems to be the longest standing issue with my stuff is the prefixs :) even with framework command, my goal is simply to avoid confusion. if Max3D is anything like Max2D, it will attempt to replicate many of the commands of B3D. i just trying to pre-emptively avoid any confusion that may occur because of this.
ib3d_Graphics3D(640,480,32,True)
just as a side note, looks like you are trying to enable the stecil buffers for shadowing. i know i altered the parameters to ib3d_Graphics3D() but it looks like its an older version thats out there. not sure what happened. with the version of ib3d_Graphics3D() that you have there is no way to enable the stencil buffers for shadowing. you can do it by calling the Graphics3D method on the ib3d_engine type (see the API doc). there is a global reference to the engine.
I don't understand very well the irrlicht unit ?
again, this is exactly the type of inconsistancies im looking for. there must a ratio that needs to be worked out between the 2 APIs for scaling. if i can get that ratio then hopefully can work out a conversion and integrate it. i will take a look at this very soon since im currently on the terrain stuff and the samples i have involve scaling.
The shininess ? i have try many many value but without good
result ? in your doc your are talking about a MaterialIDX ?
what this ?
in Irrlicht, each entity can have multiple materials associated with it. in range from 0 to entity._node.getMaterialCount(). the MaterialIDX is a way to set the option for multiple materials. as for why its not working, its probably due to shininess not being implemented in the OpenGL driver yet and that is what the Graphics3D command is defaulting to. really need to get more options into that command... for now, look at the Graphics3D() method on the engine to initialize the graphics and pass in the directx driver constant.
i hope that you continue !
making progress anyway :) keep up the testing and thx again :)