Search found 24 matches

by uzik
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 ...
by uzik
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...
by uzik
Fri Oct 08, 2004 8:47 pm
Forum: Advanced Help
Topic: how to modify textures?
Replies: 4
Views: 560

Any chance you can make all the textures you need in advance?
It would be much simpler!
by uzik
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

why don't you ask this question in the forums for those libraries?
This is the irrlicht forum.
by uzik
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...
by uzik
Fri Oct 01, 2004 9:08 pm
Forum: Beginners Help
Topic: A Collision Detection Question
Replies: 2
Views: 337

Since it's using the bounding box for that function I would think that
would be pretty tough. Can you add extra tests to eliminate the collision
if it's an arm?
by uzik
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...
by uzik
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...
by uzik
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....
by uzik
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...
by uzik
Tue Sep 28, 2004 8:07 pm
Forum: Bug reports
Topic: code typo
Replies: 5
Views: 1135

I usually miss those things but this time I happened to notice it.
Have a good one.
by uzik
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...
by uzik
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...
by uzik
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...
by uzik
Mon Sep 27, 2004 8:31 pm
Forum: Bug reports
Topic: code typo
Replies: 5
Views: 1135

The documentation states the function returns true or false
indicating if the polygon is 'front facing'. 'Facting' makes no
sense. It seems it was a typo to me.