Cannot add texture to an Irrlicht node - irrlicht

I am trying to add a bitmap texture to my custom scene node in Irrlicht.
For that I followed one of their tutorials and ended up with this:
IAnimatedMesh* mesh = smgr->getMesh("mesh.3ds");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
node->setMaterialTexture( 0, driver->getTexture("texture.bmp") );
But at the runtime, my node is totally black.
In the console logs I can see that the image did load correctly.
What could possibly cause this?

Maybe you did not set any lighting thus the black output.
Try making your node unlightable:
node->setMaterialFlag(EMF_LIGHTING, false);

Related

Render single Object / Mesh immediatly into a renderTarget

I need to render a single specific mesh from a scene into a texture using a THREE.WebGLRenderTarget. I already achieved that during the rendering of the scene, all other meshes, except this one, are being ignored. So, I basically achieved my goal. The thing i hate is, that there is still a lot of unnecessary work going on for my whole scene graph, during the render process of the scene. I need to render this texture every frame, so with my current method i get extrem fps drop downs. (There are lots of meshes in the whole scene graph).
So what i found was the function "renderBufferImmediate" from the THREE.WebGLRenderer. (Link to the renderer source code here) My pseudo code to achieve my goal would look like this:
var mesh = some_Mesh;
var renderer = some_WebGLRenderer;
var renderTarget = some_WebGLRenderTarget;
renderer.setRenderTarget(renderTarget);
var materialProperties = renderer.properties.get(mesh.material);
var program = materialProperties.program;
renderer.renderBufferImmediate(mesh, program, mesh.material);
var texture = renderTarget.texture;
The renderBufferImmediate function takes an instance of an THREE.Object3D, a WebGLShaderProgram and a THREE.Material. Problem i see here: The implementation of this function tries to lookup properties of the Object3D which, afaik doesn't exist. (Like "hasPositions" or "hasNormals"). In short: my approach doesn't work.
I would be grateful if someone could tell me if i can use this function for my purpose (Meaning i am currently using it wrong) or if there is another solution for my problem.
Thanks in advance.

Setting a texture in ThreeJS does nothing

I'm trying to set a texture to an already existing mesh like this:
const texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
(The source a HTML5 canvas and that part works ok.)
...
mesh.material[0].map = texture;
I can change the material color without any problems, but setting the texture doesn't change anything. I guess this is not how changing the texture should be done..? I'm using MeshPhongMaterial.
So, long story short: I want to be able dynamically change a texture of an mesh.
Edit:
I'm trying to set the texture to one of the materials of a Collada model that is loaded. By using dev tools I can see that the texture is there in the object, but it is just not visible. I can change the color of the same material without any problems. Sometimes I can see the texture appearing with wrong colors after a very long idle time (which is weird).

Threejs orbitalcontrols set target breaking camera rotation using mouse/touch

I am developing a standard panorama viewer, where a 360 picture is placed inside of a sphere and the user can look around using mouse and touch. I am using OrbtialControls for this and it is working fine.
The user can also load a new 360 picture, after loading the picture, I am trying to set the camera direction so that the user is looking in a certain direction. As I am using orbitalControls, I am using control.target.set(x,y,z) to do so. However that causes the camera to lock at that point and if I use the mouse or touch to look around, the camera position changes and it revolves around that point, rather than looking around inside the sphere.
Has anyone else seen this kind of behavior? Do I need to do something
The code is pretty simple.
controls.reset();
controls.target.set(window.newLookAt.x,window.newLookAt.y,window.newLookAt.z);
The purpose of controls.target.set(x,y,z) is to set the pivot point, so what you are facing is the expected behavior
Instead of setting the target (that has to be (0, 0, 0) in your case), why not putting the camera inside a THREE.Object3D and rotate this object
var camera = new THREE.PerspectiveCamera()
var container = new THREE.Object3D()
container.add( camera )
camera.position.set( 0, 0, 0.1 )
var controls = new THREE.OrbitControls( camera, renderer )
controls.target.set( 0, 0, 0 ) // Optional
container.rotate.y = Math.PI / 2 // Or whatever you want
So I ended up solving this myself. The issue was that my understanding of orbitControls was slightly off. All I needed to do was to set the target point in the same direction but way closer to the camera and presto, issue solved and things are working fine now.

Three.js FXAA background transparency

Created a simple scene with a cube in it. Able to see the color of the containing element, (body), in the background.
Added an FXAA shader and the antialiasing works well. However the background is now black, so can no longer see the color of the background container.
Added the following code:
var target = new THREE.WebGLRenderTarget(512, 512);
var composer = new THREE.EffectComposer( renderer, target );
in order to set the effect composer render target format to THREE.RGBAFormat, rather than the default THREE.RGBFormat.
This makes the background work properly, but then there are black and white edges around the cube and the antialiasing does not look very good.
Repeated the above but used the Sepia shader instead of the FXAA shader. This works correctly. The cube looks sepia and the background containing element color is correct.
Are there any workarounds to allow antialiasing and transparent background?
Thanks for any help
I read your issue and there seems to be a good source that can solve or at least lead you down the right path. Go check out: https://github.com/mrdoob/three.js/issues/2125
Hope this helps.
Check my answer in https://stackoverflow.com/a/21056080/2482976
The FXAA needed to be updated to handle the transparent background

Three.js Retrieve data from WebGLRenderTarget (water sim)

I am trying to port this (http://madebyevan.com/webgl-water/‎) over to THREE. I think I'm getting close (just want the simulation for now, don't care about caustics/refraction yet). I'd like to get it working with shaders for the GPU boost.
Here's my current THREE setup using shaders: http://jsfiddle.net/EqLL9/2/
(the second smaller plane is for debugging what's currently in the WebGLRenderTarget)
What I'm struggling with is reading data back from the WebGLRenderTarget (rtTexture in my example). In the example you'll see the 4 vertices surrounding the center point are displaced upwards. This is correct (after 1 simulation step) as it starts with the center point being the only point of displacement.
If I could read the data back from the rtTexture and update the data texture (buf1) each frame, then the simulation should properly animate. How does one read the data directly from a WebGLRenderTarget? All the examples demonstrate how to send data TO the target (render to it), not read FROM it. Or am I doing it all wrong? Something's telling me I'll have to work with multiple textures and somehow swap back and forth similar to how Evan did it.
TL;DR: How can I copy data from a WebGLRenderTarget to a DataTexture after a call like this:
// render to rtTexture
renderer.render( sceneRTT, cameraRTT, rtTexture, true );
EDIT: May have found the solution at jsfiddle /gero3/UyGD8/9/
Will investigate and report back.
Ok, I figured out how to read the data using native webgl calls:
// Render first scene into texture
renderer.render( sceneRTT, cameraRTT, rtTexture, true );
// read render texture into buffer
var gl = renderer.getContext();
gl.readPixels( 0, 0, simRes, simRes, gl.RGBA, gl.UNSIGNED_BYTE, buf1.image.data );
buf1.needsUpdate = true;
The simulation now animates. However, it doesn't seem to be functioning properly (probably a dumb error I'm overlooking). It seems that the height values are never being damped and I'm not sure why. The data from buf1 is used in the fragment shader, which calculates the new height (red in RGBA), damps the value (multiplies by 0.99), then renders it to a texture. I then read this updated data from the texture back into buf1.
Here's the latest fiddle: http://jsfiddle.net/EqLL9/3/
I'll keep this updated as I progress along.
EDIT: Works great now. Just got normals implemented, and now working on environment reflection and refraction (again purely though shaders). http://relicweb.com/webgl/rt.html

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