I see. But is it enough to call all three functions to render that frame of the PE? I read the documentation and it says you can register a node to be rendered; do I have to register my pe?
Thanks bitplane.
P.S.
This animation quite a plight as the light of my spaceship freezes as the ship goes ...
Search found 22 matches
- Thu Dec 07, 2006 6:43 pm
- Forum: Beginners Help
- Topic: Rendering/Refreshing a Particle Engine
- Replies: 3
- Views: 287
- Tue Dec 05, 2006 6:49 pm
- Forum: Beginners Help
- Topic: Rendering/Refreshing a Particle Engine
- Replies: 3
- Views: 287
- Thu Nov 30, 2006 5:43 pm
- Forum: Beginners Help
- Topic: Rendering/Refreshing a Particle Engine
- Replies: 3
- Views: 287
Rendering/Refreshing a Particle Engine
Hey,
I've got a little game with dice rolling around on a board. There are several particle engines in use. Problem is, when I roll a die, I'm looping the rotation animation, and so the particle engines freeze.
What I don't understand is that I can call Render() as many times as I want, but the ...
I've got a little game with dice rolling around on a board. There are several particle engines in use. Problem is, when I roll a die, I'm looping the rotation animation, and so the particle engines freeze.
What I don't understand is that I can call Render() as many times as I want, but the ...
- Sat Nov 25, 2006 3:13 pm
- Forum: Beginners Help
- Topic: C# not have shadow functions like C++?
- Replies: 0
- Views: 345
C# not have shadow functions like C++?
Do you know if C# has the ability to carry out the setMeshToRenderFrom() function for stencil shadows? C++ has it, apparently, but not C#.
It doesn't have a Shadowvolume node type like C++ seems to have, and neither IScenenode nor IAnimatedMeshSceneNode have functions to set the shadow rendering to ...
It doesn't have a Shadowvolume node type like C++ seems to have, and neither IScenenode nor IAnimatedMeshSceneNode have functions to set the shadow rendering to ...
- Thu Nov 23, 2006 7:16 pm
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
Do you know if C# has the ability to carry out that function? It doesn't have a shadowvolume node type, and neither iscenenode nor IAnimatedMeshSceneNode have functions to set the shadow rendering to a different mesh. And there's no createshadow function, only the addShadow, which returns IsceneNode ...
- Wed Nov 22, 2006 2:42 am
- Forum: Beginners Help
- Topic: Particle Engine Not Displaying
- Replies: 5
- Views: 493
- Tue Nov 21, 2006 2:35 pm
- Forum: Beginners Help
- Topic: Particle Engine Not Displaying
- Replies: 5
- Views: 493
Hey, you have a good point there, even though both the C++ and C# tuts put opacity 0 for some reason... unless I'm looking at the wrong thing, and I prob am, cause I tried changing the values and still nothing displays:
IParticleEmitter em = ps.CreateBoxEmitter(
new Box3D(-20, 0, -20, 20, 10, 20 ...
IParticleEmitter em = ps.CreateBoxEmitter(
new Box3D(-20, 0, -20, 20, 10, 20 ...
- Tue Nov 21, 2006 2:18 am
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
- Tue Nov 21, 2006 2:15 am
- Forum: Beginners Help
- Topic: Particle Engine Not Displaying
- Replies: 5
- Views: 493
Particle Engine Not Displaying
I have a problem with the particle emitter in C#. This is practically identical to the tutorial code, and yet I cannot get the thing to display (it runs fine, but it doesn't display the pe at the origin).
IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
false, null, -10, new ...
IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
false, null, -10, new ...
- Sun Nov 19, 2006 6:39 pm
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
- Sun Nov 19, 2006 6:32 pm
- Forum: Irrlicht.NET
- Topic: Movable cursor in FPS camera mode?
- Replies: 4
- Views: 2415
- Sun Nov 19, 2006 6:30 pm
- Forum: Irrlicht.NET
- Topic: Particle engine not displaying
- Replies: 1
- Views: 1538
Particle engine not displaying
Hey all,
I'm trying to create my particle engine, but it's not displaying, and I worked back to the code practically identical to the tutorial's:
IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
false, null, -10, new Vector3D(0, 0, 0), new Vector3D(), new Vector3D(2, 2, 2));
ps ...
I'm trying to create my particle engine, but it's not displaying, and I worked back to the code practically identical to the tutorial's:
IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
false, null, -10, new Vector3D(0, 0, 0), new Vector3D(), new Vector3D(2, 2, 2));
ps ...
- Sat Nov 11, 2006 11:44 pm
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
- Tue Oct 31, 2006 2:35 pm
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
- Tue Oct 31, 2006 3:19 am
- Forum: Beginners Help
- Topic: Stencil shadows failing on .3ds
- Replies: 9
- Views: 839
Stencil shadows failing on .3ds
Hey,
I'm not sure if it's been said somewhere, but are .3ds meshes not subject to casting shadows? When I load an md2, it shadows fine, but when I add a ShadowNode to the .3ds mesh, the whole program hangs (this by changing only the path to the mesh being loaded, nothing else).
Any ideas?
I'm not sure if it's been said somewhere, but are .3ds meshes not subject to casting shadows? When I load an md2, it shadows fine, but when I add a ShadowNode to the .3ds mesh, the whole program hangs (this by changing only the path to the mesh being loaded, nothing else).
Any ideas?