Search found 38 matches

by drewbacca
Thu Jul 21, 2011 12:00 pm
Forum: Bug reports
Topic: [no bug] Perspective Projection Field of View
Replies: 4
Views: 1017

Re: Perspective Projection Field of View

Ahh... you are right, except for the part about me having a deeper knowledge. I was incorrectly applying the aspect ratio to the field of view. With further looking, the matrix follows exactly what is in msdn after all:
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
by drewbacca
Wed Jul 20, 2011 1:39 pm
Forum: Bug reports
Topic: [no bug] Perspective Projection Field of View
Replies: 4
Views: 1017

Re: Perspective Projection Field of View

To make things easier to review: here is the irrlicht code:   const f64 h = reciprocal(tan(fieldOfViewRadians*0.5)); _IRR_DEBUG_BREAK_IF(aspectRatio==0.f); //divide by zero const T w = (T)(h / aspectRatio);   _IRR_DEBUG_BREAK_IF(zNear==zFar); //divide by zero M[0] = w; M[1] = 0; M[2] = 0; M[3] = 0; ...
by drewbacca
Wed Jul 20, 2011 1:13 pm
Forum: Bug reports
Topic: [no bug] Perspective Projection Field of View
Replies: 4
Views: 1017

[no bug] Perspective Projection Field of View

Starting with the important bit: Is it a bug that the projection matrix built by buildProjectionMatrixPerspectiveFovLH in matrix4.h is very close, but doesn't match the matrix used by directX? http://msdn.microsoft.com/en-us/library/bb147302%28v=vs.85%29.aspx It is only different in 1 element, so wo...
by drewbacca
Thu Jan 20, 2011 2:27 pm
Forum: Bug reports
Topic: [fixed]Matrix Changes in irrlicht 1.7
Replies: 4
Views: 1232

This sounds just like the bug I noted at
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=39722

The fix was only applied to trunk at revision 3400. Copying the changes from that revision will probably solve your problem.
by drewbacca
Wed Sep 22, 2010 6:34 pm
Forum: Beginners Help
Topic: Working Directory on OSX
Replies: 1
Views: 405

I am having the same problem. I don't do much with osx, but I had someone compile code for a project using osx. The osx built version omits the final directory when calling getWorkingDirectory(). I don't have a lot of details, just that it was built with gcc on osx. Also, this is with the 1.7 branch...
by drewbacca
Thu Aug 26, 2010 9:40 pm
Forum: Bug reports
Topic: [fixed]Bug in matrix4::getRotationDegrees() due to scaling
Replies: 1
Views: 1023

[fixed]Bug in matrix4::getRotationDegrees() due to scaling

I recently upgraded from irrlicht 1.5 to 1.7.1 and noticed that some transformations stopped working when they were rotated by exactly 180 degrees. for example: irr::core::matrix4 m; m.setRotationDegrees(irr::core::vector3df(0.f, 180.0f, 0.f)); irr::core::vector3df result = m.getRotationDegrees(); c...
by drewbacca
Wed Feb 24, 2010 8:20 pm
Forum: Advanced Help
Topic: Slow A* Pathfinding Routine
Replies: 20
Views: 2998

Glancing at your code, your getNodeWithLeastCost() function will be a source of slow down since you are iterating through all your available nodes every time. Making this more efficient will have a dramatic effect on the speed of your search. A great container for such a thing is a heap. It will alw...
by drewbacca
Tue Oct 27, 2009 3:29 am
Forum: Beginners Help
Topic: very strange phenomenon!
Replies: 6
Views: 564

I think its pretty common for graphics drivers to make game-specific optimizations. They only use the executable name for applying the optimization, so your graphics driver is probably disabling things that don't matter for quake3 to make it perform faster. I would just choose a different name, or c...
by drewbacca
Thu Apr 09, 2009 7:37 pm
Forum: Beginners Help
Topic: IEventReceiver problem
Replies: 2
Views: 344

The examples show how to derive from irr::IEventReceiver http://irrlicht.sourceforge.net/docu/example005.html http://irrlicht.sourceforge.net/docu/example009.html There really isn't a whole lot to it. just create an instance of your class, and pass a pointer to that instance when calling device->set...
by drewbacca
Mon Mar 23, 2009 4:58 pm
Forum: Bug reports
Topic: burninsvideo image
Replies: 9
Views: 865

Yeah, to be useful, a bug report needs sample code and the media (textures, models) being used. Anyway, since you supplied your sample, people can now tell what is going on. Your problem is that your texture should have dimensions that are powers of 2, like 256x512, 128x128, etc. Some software and v...
by drewbacca
Wed Feb 25, 2009 2:10 pm
Forum: Bug reports
Topic: [no bug]irrlicht affect multiplication calculation
Replies: 3
Views: 793

If you are using directX in irrlicht, by default, all your calculations will be done as floats even if you declare them as double. To have your doubles act like doubles, you must use createDeviceEx rather than createDevice and set HighPrecisionFPU to true. This is not a bug, but an easy mistake to m...
by drewbacca
Wed Jan 21, 2009 2:48 pm
Forum: Bug reports
Topic: [fixed] Perhaps a ComboBox Bug
Replies: 29
Views: 2527

If I had to guess at the problem, it's due to the text color incorrectly being white, as pointed out earlier in the thread. The text color is only changed when the focus changes: from draw() in CGUIComboBox.cpp: if (currentFocus != LastFocus) { HasFocus = currentFocus == this || isMyChild(currentFoc...
by drewbacca
Wed Jan 21, 2009 2:39 pm
Forum: Bug reports
Topic: [fixed]combobox appearance not affected by enabled state
Replies: 1
Views: 441

[fixed]combobox appearance not affected by enabled state

The combo box control has no visual indication when it is disabled. I haven't checked other gui elements to see if they also have similar problems. I made the following change to disable the blue highlight on click and give it grey text so the user knows the combobox is disabled: from CGUIComboBox.c...
by drewbacca
Mon Jan 19, 2009 9:53 pm
Forum: Bug reports
Topic: [fixed] Perhaps a ComboBox Bug
Replies: 29
Views: 2527

I had similar problems with gui fields not populating until I clicked the windows that contained the elements. I fixed my problems by setting the focus to the window that contained my gui elements right after I would create them.
by drewbacca
Sat Jan 10, 2009 12:54 am
Forum: Beginners Help
Topic: Irrlicht + SPE Integration
Replies: 13
Views: 1052

I didn't look at your code too in depth, so sorry if I'm not answering your bigger picture question. But anyway your crash says "bad_alloc" which is saying that it couldn't allocate the memory for your array of SPEVertex. If you were to use your debugger or just display the value of NumVer...