Search found 37 matches

by kimgar
Tue Mar 04, 2008 11:44 pm
Forum: Beginners Help
Topic: swap materials?
Replies: 3
Views: 191

no reason at all :)

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!
by kimgar
Tue Mar 04, 2008 11:32 pm
Forum: Beginners Help
Topic: swap materials?
Replies: 3
Views: 191

ah, it's been awhile :)

this works

Code: Select all

node->getMaterial(0) = blankMat;
by kimgar
Tue Mar 04, 2008 11:06 pm
Forum: Beginners Help
Topic: swap materials?
Replies: 3
Views: 191

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->setMaterialTextur...
by kimgar
Tue Oct 23, 2007 2:06 pm
Forum: Bug reports
Topic: 3dmax mesh id's and multi/sub materials workaround
Replies: 0
Views: 479

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 someon...
by kimgar
Fri Oct 19, 2007 8:13 am
Forum: Beginners Help
Topic: transfer bone/joint rotation to another scenenode?
Replies: 6
Views: 1164

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 ...
by kimgar
Thu Oct 18, 2007 4:25 pm
Forum: Beginners Help
Topic: transfer bone/joint rotation to another scenenode?
Replies: 6
Views: 1164

would that work? i thought the camera target was independent of camera position/rotation, so that it would always stay at the same coordinates unless in some way calculated otherwise?

i tried linking the cam to the bone and it always looks at the same spot - am i missing something?
by kimgar
Thu Oct 18, 2007 3:50 pm
Forum: Beginners Help
Topic: transfer bone/joint rotation to another scenenode?
Replies: 6
Views: 1164

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 ...
by kimgar
Thu Oct 18, 2007 2:54 pm
Forum: Beginners Help
Topic: transfer bone/joint rotation to another scenenode?
Replies: 6
Views: 1164

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 rotates p...
by kimgar
Tue Oct 16, 2007 6:07 am
Forum: Beginners Help
Topic: animated x and absolute pos
Replies: 3
Views: 418

oh god, ofcourse! it's amazing how fast things slip out memory :)
i knew i had done it before, i just couldn't remember the bone issue - works like a charm now! thanks for the reminder!
by kimgar
Mon Oct 15, 2007 4:39 pm
Forum: Beginners Help
Topic: animated x and absolute pos
Replies: 3
Views: 418

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::matri...
by kimgar
Mon Oct 15, 2007 1:36 pm
Forum: Beginners Help
Topic: irr 1.4 beta loading textures 2 times
Replies: 4
Views: 304

ah, that sounds a lot smoother, thanks for the tips hybrid!
by kimgar
Mon Oct 15, 2007 10:32 am
Forum: Beginners Help
Topic: irr 1.4 beta loading textures 2 times
Replies: 4
Views: 304

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...
by kimgar
Mon Oct 15, 2007 9:51 am
Forum: Beginners Help
Topic: irr 1.4 beta loading textures 2 times
Replies: 4
Views: 304

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 ...
by kimgar
Wed Sep 12, 2007 9:48 am
Forum: Beginners Help
Topic: Performance Problem
Replies: 26
Views: 1708

did some more tests on my mesh, and to my surprise the mesh with single material ID's and a single material actually gave worse fps and loadtimes compared multi mats and many mat ID's...
by kimgar
Wed Sep 12, 2007 9:26 am
Forum: Beginners Help
Topic: Performance Problem
Replies: 26
Views: 1708

i tried the 1.3.1 meshviewer and i get the same amount of corruption as before, but the svn meshviewer imports the mesh perfectly! when did you say 1.4 will be out? ;)