Search found 28 matches

by Munger
Wed Mar 18, 2009 3:49 am
Forum: Advanced Help
Topic: Drawing order
Replies: 8
Views: 859

I had a similar problem. If you want to take on all the rendering responsibilities (i.e. don't use drawAll), it's not that much of a hassle. The thread was over at http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32045.
by Munger
Sat Mar 14, 2009 9:10 am
Forum: Beginners Help
Topic: Blacklight?
Replies: 4
Views: 572

I haven't seen a consumer level fixed-function GL implementation that supports negative lighting (not that I check often).
by Munger
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
by Munger
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
by Munger
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...
by Munger
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...
by Munger
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.
by Munger
Tue Jan 27, 2009 9:13 am
Forum: Beginners Help
Topic: Enumerating display modes
Replies: 4
Views: 793

Thanks. That looks promising.
by Munger
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?
by Munger
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...
by Munger
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...
by Munger
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

And one last thing for anyone else trying to do the same thing, you'll need to call updateAbsolutePosition() on the node manually since that gets called as part of the rendering process normally.
by Munger
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...
by Munger
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

OK. I'm back in business the problem with the last code chunk was with the material. I was ignoring the read-only material flag - incorrectly. They updated (and functional) line is: const video::SMaterial& material = node->isReadOnlyMaterials() ? mb->getMaterial() : node->getMaterial(i); Thanks ...
by Munger
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...