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!
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...
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...
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 ...
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?
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'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...
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!
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...
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...
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 ...
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...
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?