Search found 353 matches

by pf shadoko
Sun Aug 10, 2025 8:09 pm
Forum: 3D Programming
Topic: How to OGRE auto calculation points ...
Replies: 4
Views: 159

Re: How to OGRE auto calculation points ...

If you just need to orient your entity, use:
EntityDirection with coordinates x y z, the difference p1- p2
by pf shadoko
Wed Jul 23, 2025 8:28 pm
Forum: 3D Programming
Topic: WorldShadowsEx + CreateMaterialEx [PB 6.21]
Replies: 11
Views: 1066

Re: WorldShadowsEx + CreateMaterialEx [PB 6.21]

I use texture shadows.
The size of the shadow pixels depends on the “Distance” and “TextureSize” parameters (WorldShadowsEx).
If you reduce the size of the scene, you must reduce the distance parameter accordingly to obtain an equivalent result.
by pf shadoko
Wed Jul 16, 2025 3:55 pm
Forum: 3D Programming
Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
Replies: 17
Views: 831

Re: How can upgrade a mesh v1.41 to work with PB-6.21?

Regarding the joint, I don't see what has changed.
Can you give me an example showing your problem?

The following example works for me (remove shadows):
viewtopic.php?p=533701&hilit=matiere+0% ... 11#p533701
by pf shadoko
Tue Jul 15, 2025 5:39 pm
Forum: 3D Programming
Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
Replies: 17
Views: 831

Re: How can upgrade a mesh v1.41 to work with PB-6.21?

@minimy :
I think it would be preferable to reduce the number of weights (it's rare to need more than 2)
your conversion software doesn't offer this?

@miso :
I don't think this will have a significant impact on performance
(I recommend using BuildMeshLOD instead)
by pf shadoko
Mon Jul 14, 2025 5:58 pm
Forum: 3D Programming
Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
Replies: 17
Views: 831

Re: How can upgrade a mesh v1.41 to work with PB-6.21?

hi,
I put the line to modify in "code" tags (cf post above)
it should work
by pf shadoko
Fri Jul 11, 2025 11:21 am
Forum: 3D Programming
Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
Replies: 17
Views: 831

Re: How can upgrade a mesh v1.41 to work with PB-6.21?

the problem comes from the number of weights in the skeletal animation
CreateMaterialEx takes into account a maximum of 3 weights, which should have been more than enough
but obviously the software you're using takes 4, without sorting them
I might take into account #SO_Anim4 (for 4 weights), if I ...
by pf shadoko
Tue Jul 08, 2025 9:01 am
Forum: 3D Programming
Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
Replies: 17
Views: 831

Re: How can upgrade a mesh v1.41 to work with PB-6.21?

can you give me your mesh so I can see where the problem comes from
(try without WorldShadowsEx to see)

PS: BuildMeshTangents is only useful if you use a normalemap
BuildMeshShadowVolume is not useful here, it's for stencil shadows, I use shadows texture
by pf shadoko
Mon Jul 07, 2025 4:23 pm
Forum: 3D Programming
Topic: Is it possible to force maximum use of the video card with ogre3d?
Replies: 12
Views: 2727

Re: Is it possible to force maximum use of the video card with ogre3d?

this is not a GPU problem
shadows and skeletal animations have been very slow since PB 6.20, so I've made 2 functions to manage them via shader
viewtopic.php?p=642095#p642095
by pf shadoko
Mon Jul 07, 2025 3:51 pm
Forum: Game Programming
Topic: Game test v0.01
Replies: 50
Views: 2584

Re: Game test v0.01

it makes me happy to see such a demo!

shadows and skeletal animations have been very slow since PB 6.20, so I've made 2 functions to manage them via shader
https://www.purebasic.fr/english/viewtopic.php?p=642095#p642095
for your characters use: CreateMaterialEx(...,#SO_Txcolor|#SO_Anim,...)
if ...
by pf shadoko
Wed Jun 25, 2025 9:42 pm
Forum: 3D Programming
Topic: WorldShadowsEx + CreateMaterialEx [PB 6.21]
Replies: 11
Views: 1066

Re: WorldShadowsEx + CreateMaterialEx [PB 6.21]

@Caronte3D
I will add some of these effects, but for some, I don't know exactly what they correspond to.

@miso
- Scale only 1 texture": it would be difficult to define this kind of specificity (though...), however you can easily modify the shader created
by uncommenting line 210 you'll see the ...
by pf shadoko
Thu Jun 12, 2025 12:03 pm
Forum: 3D Programming
Topic: WorldShadowsEx + CreateMaterialEx [PB 6.21]
Replies: 11
Views: 1066

WorldShadowsEx + CreateMaterialEx [PB 6.21]

I'm thinking of completely redoing the "material" part via shaders (abandoning the fixed pipeline)
for this, I've made a CreateMaterialEx function
that handles modern shading (for now, only directional lights are managed), skeletal animation, normal mapping ...
for now, only one light is managed ...
by pf shadoko
Fri Jun 06, 2025 9:57 am
Forum: Bugs - 3D Engine
Topic: bug 3D + Sprite
Replies: 1
Views: 819

bug 3D + Sprite

on 1st texture creation it's ok, but if you recreate it, the alpha component of the mipmaps is altered
I hope it's reproducible, can you confirm?

to test, press space
if you remove the displaysprite, it doesn't bug.

InitEngine3D()
InitSprite()
InitKeyboard()
InitMouse()

ExamineDesktops():dx ...
by pf shadoko
Fri May 16, 2025 11:31 am
Forum: Tricks 'n' Tips
Topic: Fluid Colour - Abstract background.
Replies: 11
Views: 2326

Re: Fluid Colour - Abstract background.

whaoo !
by pf shadoko
Wed May 14, 2025 2:18 pm
Forum: Game Programming
Topic: Magic 4x4
Replies: 78
Views: 9028

Re: Magic 4x4

1662

super
(would need to slide the pieces)
by pf shadoko
Wed May 14, 2025 9:42 am
Forum: Bugs - 3D Engine
Topic: VertexBoneAssignment does not have an effect
Replies: 2
Views: 1592

Re: VertexBoneAssignment does not have an effect

I've deactivated software animation in shader materials to allow material animation (much faster)
as soon as 6.21 is released, I'll give you a function for dynamic shader creation, taking into account animation, shadows and so on

In the meantime, in the example, replace :
CreateShaderMaterial(0 ...