Search found 17 matches
- Tue Feb 06, 2007 8:01 pm
- Forum: Advanced Help
- Topic: GUIEvent and node from screen coordinates
- Replies: 8
- Views: 1282
- Fri Feb 02, 2007 4:16 pm
- Forum: Advanced Help
- Topic: GUIEvent and node from screen coordinates
- Replies: 8
- Views: 1282
Would this other chunk of code provided by vitek (again!) be an appropriate solution, giving precedence to the GUI over other event receivers?
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=11785
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=11785
- Fri Feb 02, 2007 2:51 pm
- Forum: Advanced Help
- Topic: GUIEvent and node from screen coordinates
- Replies: 8
- Views: 1282
- Fri Dec 29, 2006 4:41 pm
- Forum: Code Snippets
- Topic: (C++) Scene Node Fade Animator (Transparency)
- Replies: 9
- Views: 7052
(C++) Scene Node Fade Animator (Transparency)
I couldn't find good answer on how to effeciently fade a scene node, so I came up with one using the existing scene node animator examples. Many suggested using lock()/unlock() on the node's texture to edit the pixels and change the alpha value, which works, but I was warned that it is costly in ...
- Sat Dec 23, 2006 11:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: suggestion for loading texture
- Replies: 6
- Views: 1117
- Sat Dec 23, 2006 4:11 am
- Forum: Open Discussion and Dev Announcements
- Topic: suggestion for loading texture
- Replies: 6
- Views: 1117
emil-- the only reason I can think of to have an image loaded into memory more than once is if you were to modify a copy of it. The engine does infact allow you to create a blank image the size of some source image and copy the contents over, and then modify that image. Which solves that problem ...
- Tue Dec 19, 2006 5:24 pm
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
Well, I made the change to ISceneNode.h in my copy of Irrlicht (1.2) and its working like a charm. Its a VERY simple addition, but I'd be happy to post it if anyone is interested. Whats the proper way to create and submit a patch? Or should I just mention it in the code snippet section of the forum ...
- Sun Dec 17, 2006 1:29 am
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
- Sun Dec 17, 2006 12:53 am
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
One of the arguments when you create a scene node is the ID of it, which defaults to -1 if you don't give it one. If your player class (or enemy class or whatever) has a pointer to a scene node in it, and you assign that node a unique ID, you can fairly easily find out what scene node is supposed ...
- Sat Dec 16, 2006 11:26 pm
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
- Sat Dec 16, 2006 8:24 am
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
- Sat Dec 16, 2006 12:06 am
- Forum: Beginners Help
- Topic: Custom Scene Node from Mesh
- Replies: 14
- Views: 1098
Custom Scene Node from Mesh
What's the best/easiest way to do this? Basically, I want to create a custom scene node (I know how to do this much) that would be loaded from a mesh. Clearly in the constructor I can't just say:
this = mgr->addMeshSceneNode(.....);
So I was wondering the proper way to go about it. It seems I ...
this = mgr->addMeshSceneNode(.....);
So I was wondering the proper way to go about it. It seems I ...
- Wed Dec 06, 2006 2:19 am
- Forum: Beginners Help
- Topic: Node appears for an instant
- Replies: 3
- Views: 690
- Tue Dec 05, 2006 8:34 pm
- Forum: Beginners Help
- Topic: help plz (noob qustion alert)
- Replies: 11
- Views: 1225
I don't think I understand your question. Are you looking for 3D models to use, or do you want custom ones made for you? If its the first one, just pop "free 3d models" into Google and you should get a bunch of sites offering free models of various types. If you want to create models, you can try ...
- Tue Dec 05, 2006 8:30 pm
- Forum: Beginners Help
- Topic: drawIndexedTriangleFan()
- Replies: 4
- Views: 689
OK, successfully updated. As you may be able to surmise from the time between my last post and this one, the update went rather easily. :wink:
And if drawVertexPrimitiveList() with EPT_LINE_STRIP in a custom scene node (need the node for holding other information) is overkill for a 3D line I need ...
And if drawVertexPrimitiveList() with EPT_LINE_STRIP in a custom scene node (need the node for holding other information) is overkill for a 3D line I need ...