it's amazing, i've been struggling for hours and finally gave up and had to ask here, then a minute later i figured it out - oh well, thanks anyway vitek!
Search found 37 matches
- Tue Mar 04, 2008 11:44 pm
- Forum: Beginners Help
- Topic: swap materials?
- Replies: 3
- Views: 263
- Tue Mar 04, 2008 11:32 pm
- Forum: Beginners Help
- Topic: swap materials?
- Replies: 3
- Views: 263
- Tue Mar 04, 2008 11:06 pm
- Forum: Beginners Help
- Topic: swap materials?
- Replies: 3
- Views: 263
swap materials?
Hi!
how change the material of a node? i wanted to swap between two materials, and was hoping that something like this would work:
IAnimatedMesh* mesh = smgr->getMesh("../media/mesh/sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
node->setMaterialTexture( 0 ...
how change the material of a node? i wanted to swap between two materials, and was hoping that something like this would work:
IAnimatedMesh* mesh = smgr->getMesh("../media/mesh/sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
node->setMaterialTexture( 0 ...
- Tue Oct 23, 2007 2:06 pm
- Forum: Bug reports
- Topic: 3dmax mesh id's and multi/sub materials workaround
- Replies: 0
- Views: 537
3dmax mesh id's and multi/sub materials workaround
not sure if this is a bug with irrlicht or my workflow, but i just thought i could mention that in 1.4beta - detaching different mesh id's to elements fixes some weird behaviour and crashes when multi/sub-object materials are applied...
well, it sorted all my problems at least - hope it helps ...
well, it sorted all my problems at least - hope it helps ...
- Fri Oct 19, 2007 8:13 am
- Forum: Beginners Help
- Topic: transfer bone/joint rotation to another scenenode?
- Replies: 6
- Views: 1315
hah, Luke, that worked! i got so carried away with the Y rotation i forgot that there is some 360 flipping going on with the other axes!
hmhm, rotation is ok now. but this flipping issues are causing weirdness when trying to calculate a position with sin and cos.
the sin calc is ok, but cos has the ...
hmhm, rotation is ok now. but this flipping issues are causing weirdness when trying to calculate a position with sin and cos.
the sin calc is ok, but cos has the ...
- Thu Oct 18, 2007 4:25 pm
- Forum: Beginners Help
- Topic: transfer bone/joint rotation to another scenenode?
- Replies: 6
- Views: 1315
- Thu Oct 18, 2007 3:50 pm
- Forum: Beginners Help
- Topic: transfer bone/joint rotation to another scenenode?
- Replies: 6
- Views: 1315
yes that worked, but the reason i wanted to find the rotation directly is that i eventually wanted to attach a camera to that bone and use the bone's rotation to calculate a setTarget()
i guess parenting a node to the bone and read rotations from the node won't make any difference either, since the ...
i guess parenting a node to the bone and read rotations from the node won't make any difference either, since the ...
- Thu Oct 18, 2007 2:54 pm
- Forum: Beginners Help
- Topic: transfer bone/joint rotation to another scenenode?
- Replies: 6
- Views: 1315
transfer bone/joint rotation to another scenenode?
i'm trying to copy the rotations of an animated x's bone to a scenenode, but the scenenode's rotation flips at the x axis.
it's a little hard to explain so i tried to draw a little sketch :
http://www.kimgar.com/_files/rotations.png
the blue arrow is the animated x with a linked bone which ...
it's a little hard to explain so i tried to draw a little sketch :
http://www.kimgar.com/_files/rotations.png
the blue arrow is the animated x with a linked bone which ...
- Tue Oct 16, 2007 6:07 am
- Forum: Beginners Help
- Topic: animated x and absolute pos
- Replies: 3
- Views: 519
- Mon Oct 15, 2007 4:39 pm
- Forum: Beginners Help
- Topic: animated x and absolute pos
- Replies: 3
- Views: 519
animated x and absolute pos
i have a mesh animated on a circular spline with path constrain. exported to .X and imported in irr, all animates fine, but how do i get the absolute position of the mesh?
http://www.kimgar.com/_files/absPos.jpg
my code:
irr::core::aabbox3df bBox = node->getTransformedBoundingBox();
irr::core ...
http://www.kimgar.com/_files/absPos.jpg
my code:
irr::core::aabbox3df bBox = node->getTransformedBoundingBox();
irr::core ...
- Mon Oct 15, 2007 1:36 pm
- Forum: Beginners Help
- Topic: irr 1.4 beta loading textures 2 times
- Replies: 4
- Views: 398
- Mon Oct 15, 2007 10:32 am
- Forum: Beginners Help
- Topic: irr 1.4 beta loading textures 2 times
- Replies: 4
- Views: 398
yeah, sorry, my bad - i kinda suspected it didn't actually load the file twice, it's just that i'm off to a client tomorrow, and when the command line outputs 20 errors or so, it looks kind of 'unprofessional', not that i am professional by any means, but that output doesn't help, if you know what i ...
- Mon Oct 15, 2007 9:51 am
- Forum: Beginners Help
- Topic: irr 1.4 beta loading textures 2 times
- Replies: 4
- Views: 398
irr 1.4 beta loading textures 2 times
i just got codeblocks and irrlicht 1.4beta up and running, i got no prior experience with c++ so please bear with me if this sounds stupid...
first, the new X loader is great, large models that could take many minutes to load, now loads in 1 second! but i am curious about how it handles meshes that ...
first, the new X loader is great, large models that could take many minutes to load, now loads in 1 second! but i am curious about how it handles meshes that ...
- Wed Sep 12, 2007 9:48 am
- Forum: Beginners Help
- Topic: Performance Problem
- Replies: 26
- Views: 2152
- Wed Sep 12, 2007 9:26 am
- Forum: Beginners Help
- Topic: Performance Problem
- Replies: 26
- Views: 2152