If you just need to orient your entity, use:
EntityDirection with coordinates x y z, the difference p1- p2
Search found 353 matches
- Sun Aug 10, 2025 8:09 pm
- Forum: 3D Programming
- Topic: How to OGRE auto calculation points ...
- Replies: 4
- Views: 159
- 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.
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.
- 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
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
- 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)
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)
- 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
I put the line to modify in "code" tags (cf post above)
it should work
- 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 ...
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 ...
- 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
(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
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- Fri May 16, 2025 11:31 am
- Forum: Tricks 'n' Tips
- Topic: Fluid Colour - Abstract background.
- Replies: 11
- Views: 2326
- 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)
super
(would need to slide the pieces)
- 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 ...
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 ...