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
Search found 38 matches
- Thu Jul 21, 2011 12:00 pm
- Forum: Bug reports
- Topic: [no bug] Perspective Projection Field of View
- Replies: 4
- Views: 1017
- 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; ...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Mon Jan 19, 2009 9:53 pm
- Forum: Bug reports
- Topic: [fixed] Perhaps a ComboBox Bug
- Replies: 29
- Views: 2527
- Sat Jan 10, 2009 12:54 am
- Forum: Beginners Help
- Topic: Irrlicht + SPE Integration
- Replies: 13
- Views: 1052