Search found 38 matches
- 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>...
- 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...
- 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...
- Sat Jul 07, 2007 4:14 am
- Forum: Beginners Help
- Topic: Update camera matrices
- Replies: 2
- Views: 229
- 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...
- Sat Jul 07, 2007 12:53 am
- Forum: Beginners Help
- Topic: Howto get Scene Manager
- Replies: 11
- Views: 486
- Fri Jul 06, 2007 1:56 am
- Forum: Advanced Help
- Topic: terrain smoothing only on one camera?
- Replies: 5
- Views: 880
- Thu Jul 05, 2007 1:24 am
- Forum: Beginners Help
- Topic: loading models in diffrent way[solved]
- Replies: 14
- Views: 920
- 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...
- 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...
- Wed Jul 04, 2007 1:39 am
- Forum: Beginners Help
- Topic: [SOLVED] rotate turret to aim at target
- Replies: 4
- Views: 558
- 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...
- Fri Jun 29, 2007 11:07 am
- Forum: Game Programming
- Topic: irrNewt - moving a tank
- Replies: 10
- Views: 4483
- 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...
- 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...