Search found 28 matches
- Wed Mar 18, 2009 3:49 am
- Forum: Advanced Help
- Topic: Drawing order
- Replies: 8
- Views: 859
- Sat Mar 14, 2009 9:10 am
- Forum: Beginners Help
- Topic: Blacklight?
- Replies: 4
- Views: 572
- Thu Mar 05, 2009 12:50 am
- Forum: Beginners Help
- Topic: [SOLVED] Mesh disappears...
- Replies: 7
- Views: 478
As a quick and dirty fix (with the emphasis on 'dirty'), you can disable culling per node using ISceneNode.setAutomaticCulling(EAC_OFF).
http://irrlicht.sourceforge.net/docu/cl ... d2db28c5b8
http://irrlicht.sourceforge.net/docu/cl ... d2db28c5b8
- Wed Feb 25, 2009 10:50 pm
- Forum: Beginners Help
- Topic: Shadows on a cube?
- Replies: 14
- Views: 1038
This came up here with no really satisfactory responses:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32081
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32081
- Fri Jan 30, 2009 8:34 am
- Forum: Beginners Help
- Topic: Strange error on Close app
- Replies: 5
- Views: 341
For anyone else who gets an error like this, errors on exit under windows are more than likely caused by memory handling errors. The problem is probably in your code. Writing into invalid areas of memory are a common cause: writing outside the bounds of an array, writing into deallocated or unalloca...
- Wed Jan 28, 2009 5:37 am
- Forum: Beginners Help
- Topic: IMeshSceneNode::addShadowVolumeSceneNode ?
- Replies: 3
- Views: 1095
That does seem like a funny design decision - wouldn't it be easier to deal with shadows on a static mesh than a dynamic one? Anyway, just off the top of my head, and with no promise of results, there is a IShadowVolumeSceneNode: http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_shadow_vo...
- Tue Jan 27, 2009 11:55 am
- Forum: Beginners Help
- Topic: Mouse Scroll
- Replies: 2
- Views: 429
There's a thread over here:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32033
Where a guy has posted his mostly working camera/movement code twice. I'll let you do the rest.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32033
Where a guy has posted his mostly working camera/movement code twice. I'll let you do the rest.
- Tue Jan 27, 2009 9:13 am
- Forum: Beginners Help
- Topic: Enumerating display modes
- Replies: 4
- Views: 793
- Tue Jan 27, 2009 7:38 am
- Forum: Beginners Help
- Topic: Enumerating display modes
- Replies: 4
- Views: 793
Enumerating display modes
Correct me if I'm wrong, but I can't see a way to enumerate the display modes using pure Irrlicht. Am I missing something? How are other Irrlicht projects handling it?
- Tue Jan 27, 2009 7:01 am
- Forum: Beginners Help
- Topic: Jumpy camera?
- Replies: 8
- Views: 1114
So you've got your movement smoothed out? Excellent. There is a problem that will crop up in 10 years time with varying the update rate. Quake 1 (and 2?) apparently suffers from a problem where the frame times are so short that when coupled with floating point errors, the movement is considerably di...
- Fri Jan 23, 2009 12:17 pm
- Forum: Beginners Help
- Topic: Jumpy camera?
- Replies: 8
- Views: 1114
I haven't looked too carefully at your example, but one really common thing that can happen is updating the thing you want to look at, updating the camera target direction and the rendering are in the wrong order. You can end up rendering where the target entity was in the previous frame. Try re-arr...
- Fri Jan 23, 2009 12:10 pm
- Forum: Advanced Help
- Topic: Custom rendering order with no need for a z buffer
- Replies: 8
- Views: 2258
- Fri Jan 23, 2009 12:07 pm
- Forum: Beginners Help
- Topic: Velocity for circular motion
- Replies: 3
- Views: 540
So the character should always face the target? Something that might help your googling is 'polar coordinates'. Also, you said 'but in a 3D space around a circle', so is it a circle or a sphere you want to move in? I think you're asking about a circle and that's what I'll base my answer on. The firs...
- Fri Jan 23, 2009 11:39 am
- Forum: Advanced Help
- Topic: Custom rendering order with no need for a z buffer
- Replies: 8
- Views: 2258
- Fri Jan 23, 2009 11:29 am
- Forum: Advanced Help
- Topic: Custom rendering order with no need for a z buffer
- Replies: 8
- Views: 2258
Now I'm getting somewhere. The geometry is there, but it's black. I'll keep at it :-) Here's the code I'm using (you'll notice it's quite similar to the render method of CMeshSceneNode): void GTRenderable::RenderToDevice(IVideoDriver *driver, IMeshSceneNode *node) { IMesh* mesh = node->getMesh(); dr...