Search found 38 matches

by death_au
Tue Aug 21, 2007 11:48 am
Forum: Advanced Help
Topic: Multiple viewports/multiple monitors... DirectX doesn't like
Replies: 3
Views: 3448

Sorry for double-posting, but I was playing around a bit, and I got something to work... Kind of. I put a beginScene() call for every viewport, setting the viewport before I actually call beginScene(), so now my code looks like this: device = createDevice(video::EDT_DIRECT3D9, core::dimension2d<s32>...
by death_au
Tue Aug 21, 2007 7:11 am
Forum: Advanced Help
Topic: Multiple viewports/multiple monitors... DirectX doesn't like
Replies: 3
Views: 3448

Multiple viewports/multiple monitors... DirectX doesn't like

I've been looking around the forums and looking at different solutions for rendering things to multiple monitors. One option seems to be to create two windows on the separate monitors, and pass their id to endScene() The option I prefer is the multiple viewports on the one window, which is stretched...
by death_au
Tue Aug 14, 2007 5:17 am
Forum: Beginners Help
Topic: Flipping a card - Best way of animating?
Replies: 0
Views: 266

Flipping a card - Best way of animating?

I need to animate taking a card off a deck. The effect I want is for a card to flip up off a "deck". Basically, I want the card to follow the arrow in the picture below: http://i34.photobucket.com/albums/d135/death_au/cardGame.png I was thinking probably a fly circle animator and a rotatio...
by death_au
Sat Jul 07, 2007 4:14 am
Forum: Beginners Help
Topic: Update camera matrices
Replies: 2
Views: 229

I'm not sure that it will work, but you could try calling updateAbsolutePosition() on the camera. That may do all the recalculations you need....
by death_au
Sat Jul 07, 2007 12:58 am
Forum: Beginners Help
Topic: Camera look at oddity
Replies: 5
Views: 369

so why is there getpostion() and getabsolutepostion() !!? why not make them only one? :roll: If the camera is a child of a scene node, and you want to get it's position relative to it's parent, you would use getPosition() . If you wanted to get the position of the camera relative to the rest of the...
by death_au
Sat Jul 07, 2007 12:53 am
Forum: Beginners Help
Topic: Howto get Scene Manager
Replies: 11
Views: 486

u mean CXPong->smgr->getMesh("test.3DS"); No. He means: CGame.h class CGame { private: CXPong* pong; } CGame.cpp CGame::Load() { pong->smgr->getMesh("test.3DS"); } ...and presumably pong->Load() is called somewhere in the CGame code beforehand
by death_au
Fri Jul 06, 2007 1:56 am
Forum: Advanced Help
Topic: terrain smoothing only on one camera?
Replies: 5
Views: 880

okay, here's the code that does it: //load the hightmap world_node = smgr->addTerrainSceneNode("heightmaptest.png"); world_node->setScale(vector3df(10,2,10)); world_node->setMaterialFlag(video::EMF_LIGHTING, false); //apply some textures world_node->setMaterialTexture(0, driver->getTexture...
by death_au
Thu Jul 05, 2007 1:24 am
Forum: Beginners Help
Topic: loading models in diffrent way[solved]
Replies: 14
Views: 920

You shouldn't be trying to put the data from the mesh file in the xml. Instead, you should put the filename of the mesh file in the xml, and as long as the program can find that filename, your code should work. I.e. <?xml version="1.0"?> <main> <3dsfile> block.3ds </3dsfile> </main>
by death_au
Thu Jul 05, 2007 1:15 am
Forum: Advanced Help
Topic: terrain smoothing only on one camera?
Replies: 5
Views: 880

I'm unable to reproduce this problem by just setting up two viewports in the terrain example, so i guess it must be your camera settings. are you using FoV to zoom in? are your cameras children of scaled nodes? can you show some (minimal) code that illustrates the bug? I'll work on getting some min...
by death_au
Thu Jul 05, 2007 1:09 am
Forum: Beginners Help
Topic: [SOLVED] rotate turret to aim at target
Replies: 4
Views: 558

here's the code I used to rotate the turret around (this is only the rotation around the Y axis. The rotation of the gun would follow a similar principal) vector3df currentPos = turretTop->getAbsolutePosition(); line3df sight = line3df(currentPos, facingDirXZ); line3df target = line3df(currentPos, t...
by death_au
Wed Jul 04, 2007 1:39 am
Forum: Beginners Help
Topic: [SOLVED] rotate turret to aim at target
Replies: 4
Views: 558

You're right. Not exactly what I want, but it does help. The turret now seems to rotate (almost) correctly. I just have a few things to fix up, then I might post my code so that anyone with the same problem can see how I did it.
Thanks Andreas.
by death_au
Mon Jul 02, 2007 8:15 am
Forum: Beginners Help
Topic: [SOLVED] rotate turret to aim at target
Replies: 4
Views: 558

[SOLVED] rotate turret to aim at target

This may seem like a simple problem to some, but I've been fiddling with it for a while and can't seem to nut it out properly. Basically, it's like this: I have a turret made up of three scene nodes (turretBase, turretTop and turretGun). The base stays static and does not move. The top is parented t...
by death_au
Fri Jun 29, 2007 11:07 am
Forum: Game Programming
Topic: irrNewt - moving a tank
Replies: 10
Views: 4483

Just an update. I ended up just using a normal ICar object after all. I loaded up my tank mesh as the chassis node, and made four wheel objects, and for their scene nodes I called setVisible(false); After that, the moving and steering is just a couple of if statements like this: if(right && ...
by death_au
Fri Jun 29, 2007 10:51 am
Forum: Game Programming
Topic: irrNewt - vehicle problems
Replies: 3
Views: 1433

Friction is controlled through materials. Basically you'll need to have 2 materials, one for the tires and one for the level, and then set the friction between them to a certain amount, just check the IrrNewt examples for the material stuff. Yeah, I had a look at that, and I am setting up some fric...
by death_au
Fri Jun 29, 2007 12:51 am
Forum: Game Programming
Topic: irrNewt - vehicle problems
Replies: 3
Views: 1433

irrNewt - vehicle problems

Hi, I'm working on a tank game, and need some help getting things right in my head. I have a tank which is modeled on the irrNewt car tutorial (I've basically started with that and edited it). I've made the wheels invisible, and it is now controlled by two keys only (the left key moves the tank forw...