Search found 24 matches
- Mon Oct 25, 2004 1:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Niko: event driven or animators?
- Replies: 3
- Views: 712
static linking
I didn't think the problem with inheritance was due to it being a DLL. Maybe that's something I did not know about though. I can derive classes from Microsoft MFC and they're DLL based I thought. I believe the problem is a design choice made for Irrlicht. Irrlicht hides the classes used internal to ...
- Fri Oct 08, 2004 8:50 pm
- Forum: Advanced Help
- Topic: deriving new node classes possible?
- Replies: 1
- Views: 321
deriving new node classes possible?
I'd like to extend the functionality of a node. For example, I'd like to add the ability to draw some text under a billboard node. The way I'd usually do this is to derive a class from the IBillboardSceneNode class and create a render() method. I'd call IBillboardSceneNode::render() to draw the bill...
- Fri Oct 08, 2004 8:47 pm
- Forum: Advanced Help
- Topic: how to modify textures?
- Replies: 4
- Views: 560
- Fri Oct 08, 2004 8:07 pm
- Forum: Advanced Help
- Topic: how to draw 2d images to screen with opengl in c++
- Replies: 3
- Views: 674
- Tue Oct 05, 2004 4:26 pm
- Forum: Beginners Help
- Topic: Some ?s
- Replies: 6
- Views: 469
> NULL is the C way of writing a pointer that points to nothing True, but this a bit misleading. A pointer set to zero (NULL) points to the very first memory location. It points to something, whatever data happens to be there. It's not anything useful though. In some cases this will cause a protecti...
- Fri Oct 01, 2004 9:08 pm
- Forum: Beginners Help
- Topic: A Collision Detection Question
- Replies: 2
- Views: 337
- Fri Oct 01, 2004 8:44 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Random numbers not so random?
- Replies: 5
- Views: 803
The random number isn't tied to the clock for a good reason. A lot of people need random numbers that repeat. It makes it much easier to debug your program if you can repeat the bug. If you got new random numbers each time you run then you couldn't repeat the conditions that caused the bug. Some mic...
- Fri Oct 01, 2004 2:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Niko: event driven or animators?
- Replies: 3
- Views: 712
Niko: event driven or animators?
Hey Niko, Will IrrLicht, when it's finished, be event driven or will we write animator classes for everything? I notice there are no Collision or Deletion events, and the FPS camera uses a custom animator. If we're going to write custom classes it would be nice to be able to derive from nodes. The o...
- Fri Oct 01, 2004 2:23 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Random numbers not so random?
- Replies: 5
- Views: 803
plant the seeds baby
rand() doesn't generate random numbers. No computer code really does, except for some that sample the audio noise from your sound card for it. They're all 'psuedo random numbers' which look sort of random but aren't completely. They will return the same series of numbers when they use the same seed....
- Wed Sep 29, 2004 5:58 pm
- Forum: Beginners Help
- Topic: How to debug in visual c++ ide?
- Replies: 0
- Views: 181
How to debug in visual c++ ide?
Anyone have a good setup for debugging in Visual C++ 6? When I start the target program it puts the screen in full screen mode. If I set breakpoints they stop but the screen is still in graphics mode and debugger won't display in that mode... I've got a two monitor setup at home, perhaps I can run t...
- Tue Sep 28, 2004 8:07 pm
- Forum: Bug reports
- Topic: code typo
- Replies: 5
- Views: 1135
- Tue Sep 28, 2004 6:54 pm
- Forum: Advanced Help
- Topic: Can you get the mesh from the scene node?
- Replies: 2
- Views: 463
the current relative rotation is stored there, but I was trying to get to the rotated mesh polygons. It looks like when you attach a mesh to a node it makes a copy of it and manipulates the copy. I guess it's storing the current mesh and applying transformations to that after each rendering pass. It...
- Tue Sep 28, 2004 6:02 pm
- Forum: Advanced Help
- Topic: Can you get the mesh from the scene node?
- Replies: 2
- Views: 463
Can you get the mesh from the scene node?
Good afternoon all: I've loaded a mesh and animated it by applying rotations to the scene node: IAnimatedMeshSceneNode* node; // animated mesh node->setRotation(r); //rotate node I can get to the original unrotated IMesh with: IAnimatedMesh* mesh; mesh->getMesh( node->getFrameNr() ) Any way to get t...
- Tue Sep 28, 2004 5:46 pm
- Forum: Advanced Help
- Topic: Looking for Information about low level mesh access
- Replies: 3
- Views: 426
finding the poly facing the camera
I looked through the code to calculate the number of polys in a mesh and that gave me what I needed to iterate through the polys and find the one most nearly facing the camera. Here's what I came up with: vector3df Roller::FindNearestPoly( scene::IMesh* mesh ) { vector3df vR; if ( mesh ) { signed in...
- Mon Sep 27, 2004 8:31 pm
- Forum: Bug reports
- Topic: code typo
- Replies: 5
- Views: 1135