Thanks arras!!!
I've been trying to get this to work for awhile now. You are correct, setting only the vertex color (meaning, the .Color member of an S3DVertex) does *not* give you vertex color. You also have to turn off lighting for the material with
node->setMaterialFlag(irr::video::EMF ...
Search found 54 matches
- Fri Mar 07, 2008 9:06 pm
- Forum: Beginners Help
- Topic: Object without texture (like in Solid Works etc)
- Replies: 9
- Views: 949
- Mon Nov 12, 2007 11:25 pm
- Forum: Bug reports
- Topic: [fixed]CAnimatedMeshSceneNode::removeChild() bug
- Replies: 3
- Views: 1177
[fixed]CAnimatedMeshSceneNode::removeChild() bug
In my app, I add an animation scene node as a child of my mesh (CAnimatedMeshSceneNode) representing a spell effect. In 1.3.1, I could call removeChild using the sfx node id and it would remove the effect. In 1.4, it isn't getting removed.
I've traced the problem to CAnimatedMeshSceneNode ...
I've traced the problem to CAnimatedMeshSceneNode ...
- Wed Nov 07, 2007 10:04 pm
- Forum: Advanced Help
- Topic: How to pass events to the GUI from a mouse event handler?
- Replies: 1
- Views: 680
How to pass events to the GUI from a mouse event handler?
I have some code to do node picking and some other actions in the EMIE_LMOUSE_PRESSED_DOWN portion of my main event handler. Awhile back, I discovered that I needed to test whether the GUI wanted the event before I did anything with it, else if someone clicked on GUI controls (such as in a dialog ...
- Mon Nov 05, 2007 11:46 pm
- Forum: Bug reports
- Topic: [no bug]: BACK_FACE_CULLING and .tga files
- Replies: 3
- Views: 872
Hm. Never mind about the back face culling. It started working once I did a clean build of my app after fixing the const problem on the textures.
The more I think about it, I think it was the same issue (const on getMaterialCount) since of course if there are no materials, there is no chance for ...
The more I think about it, I think it was the same issue (const on getMaterialCount) since of course if there are no materials, there is no chance for ...
- Mon Nov 05, 2007 11:12 pm
- Forum: Bug reports
- Topic: [no bug]: BACK_FACE_CULLING and .tga files
- Replies: 3
- Views: 872
You are right, it was a method signature problem. .tga had nothing to do with it, it was my custom scene node. getMaterialCount is now const, so of course my custom node was returning 0 (from the ISceneNode default) not 1 (from my override which is no longer an override, grrr I hate that 'feature ...
- Mon Nov 05, 2007 10:40 pm
- Forum: Bug reports
- Topic: [no bug]: BACK_FACE_CULLING and .tga files
- Replies: 3
- Views: 872
[no bug]: BACK_FACE_CULLING and .tga files
Ok, I finally did a test of my (was working great in 1.3.1) app, using the 1.4beta files. Right away, there are two problems:
1. EMF_BACK_FACE_CULLING = false (for two-sided polys) doesn't seem to work.
2. .TGA file don't seem to work. At least, the symptom is that none of my custom scene nodes ...
1. EMF_BACK_FACE_CULLING = false (for two-sided polys) doesn't seem to work.
2. .TGA file don't seem to work. At least, the symptom is that none of my custom scene nodes ...
- Mon Nov 05, 2007 10:33 pm
- Forum: Bug reports
- Topic: MacOS X and latest SVN
- Replies: 11
- Views: 1849
- Fri Nov 02, 2007 12:14 am
- Forum: Off-topic
- Topic: DLL or static lib?
- Replies: 15
- Views: 6412
- Thu Nov 01, 2007 11:32 pm
- Forum: Off-topic
- Topic: DLL or static lib?
- Replies: 15
- Views: 6412
@rogerborg: Nicely done. I figured someone would react the way you did. It would have been more impressive if you'd put some effort into it rather than just reversing everything I said. For now, I'll pretend that it wasn't just a knee-jerk reaction to my blanket statement "forget about static lib ...
- Thu Nov 01, 2007 12:32 am
- Forum: Off-topic
- Topic: DLL or static lib?
- Replies: 15
- Views: 6412
Re: DLL or static lib?
At which situations should I choose to create a DLL/Static library?
That's easy: use a DLL and forget about static lib. The only reason to use a static lib is if you're too busy to make a .dll or don't know how. I use DLL for everything, and never use static libs.
Off the top of my head, here ...
That's easy: use a DLL and forget about static lib. The only reason to use a static lib is if you're too busy to make a .dll or don't know how. I use DLL for everything, and never use static libs.
Off the top of my head, here ...
- Wed Oct 31, 2007 3:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SColor for OpenGL and Vertex Buffering
- Replies: 20
- Views: 4399
Re: SColor for OpenGL
Hello:
I was wondering what would be the best way to remove the conversion from ARGB to RGBA in SColor for the OpenGL renderer.
I see irrspintz does it by using a toggle for the colours to suggest which driver is being used.
Anyone thought of a neater way?
Cheers.
I've wondered about this ...
I was wondering what would be the best way to remove the conversion from ARGB to RGBA in SColor for the OpenGL renderer.
I see irrspintz does it by using a toggle for the colours to suggest which driver is being used.
Anyone thought of a neater way?
Cheers.
I've wondered about this ...
- Wed Oct 31, 2007 2:46 pm
- Forum: Bug reports
- Topic: MacOS X and latest SVN
- Replies: 11
- Views: 1849
- Tue Oct 30, 2007 10:46 pm
- Forum: Bug reports
- Topic: MacOS X and latest SVN
- Replies: 11
- Views: 1849
- Tue Oct 30, 2007 10:07 pm
- Forum: Bug reports
- Topic: MacOS X and latest SVN
- Replies: 11
- Views: 1849
- Tue Oct 30, 2007 12:41 pm
- Forum: Beginners Help
- Topic: What is a good FPS value to achieve ?
- Replies: 5
- Views: 857