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: 904

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 ...
by uzik
Fri Oct 08, 2004 8:50 pm
Forum: Advanced Help
Topic: deriving new node classes possible?
Replies: 1
Views: 456

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 ...
by uzik
Fri Oct 08, 2004 8:47 pm
Forum: Advanced Help
Topic: how to modify textures?
Replies: 4
Views: 808

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: 988

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: 634

> 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 ...
by uzik
Fri Oct 01, 2004 9:08 pm
Forum: Beginners Help
Topic: A Collision Detection Question
Replies: 2
Views: 501

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: 992

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 ...
by uzik
Fri Oct 01, 2004 2:28 pm
Forum: Open Discussion and Dev Announcements
Topic: Niko: event driven or animators?
Replies: 3
Views: 904

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 ...
by uzik
Fri Oct 01, 2004 2:23 pm
Forum: Open Discussion and Dev Announcements
Topic: Random numbers not so random?
Replies: 5
Views: 992

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: 248

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 ...
by uzik
Tue Sep 28, 2004 8:07 pm
Forum: Bug reports
Topic: code typo
Replies: 5
Views: 1389

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: 639

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 ...
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: 639

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 ...
by uzik
Tue Sep 28, 2004 5:46 pm
Forum: Advanced Help
Topic: Looking for Information about low level mesh access
Replies: 3
Views: 601

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 ...
by uzik
Mon Sep 27, 2004 8:31 pm
Forum: Bug reports
Topic: code typo
Replies: 5
Views: 1389

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.