Search found 14 matches

by Rush
Wed Jun 08, 2005 8:00 pm
Forum: Beginners Help
Topic: Laser beam instead of crosshair
Replies: 24
Views: 1745

Code: Select all

SMaterial mtl;
mtl.Lighting = false;
driver->setMaterial(mtl);
//You will need to position it at the camera, and figure out a way
//To make it stay drawn
driver->draw3DLine(vector3df(0,255,0),cam->getTarget(),video::SColor(100,255,0,0));
Should work with correct color this way.
by Rush
Tue May 24, 2005 7:50 am
Forum: Open Discussion and Dev Announcements
Topic: How would a "Legend of Zelda"-based game be like?
Replies: 18
Views: 1436

While they are many fan games, if any of them goes too popular, big N will be interested in it. Square Enix has already shut down a project based on Chrono Trigger, while the developers already had an engine, tons of models, maps and stuff... looked like a few months (at least) work to me :/. In oth...
by Rush
Wed Mar 16, 2005 2:05 pm
Forum: Bug reports
Topic: CGUIEditBox maximum character limit
Replies: 1
Views: 467

CGUIEditBox maximum character limit

There is a bug in CGUIEditbox that enables you to write more characters than the max limit you set. Simply, when you paste text from clipboard the max character limit isn't checked. Fix: (CGUIEditBox.cpp, processKey() function) case KEY_KEY_V: // paste from the clipboard if (Operator) { s32 realmbgn...
by Rush
Mon Mar 07, 2005 4:34 pm
Forum: Advanced Help
Topic: OpenGL multitexturing + vertex colors
Replies: 1
Views: 343

OpenGL multitexturing + vertex colors

I've corrected EMT_SOLID_2_LAYER material renderer in OpenGL. It works nicely, but the problem is that with vertex colors applied, those colors are visible only on the first texture. I'm not an expert in OpenGL programming, so it probably contains some mistakes: class COpenGLMaterialRenderer_SOLID_2...
by Rush
Sat Dec 25, 2004 3:30 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle trails
Replies: 5
Views: 1849

Um... I'm not sure if I understood the question. It creates a new particle for each particle in the base system, in short intervals (e.g. 50 ms). This increases polygon count quite a bit, but I think the effect's worth it. The variables it takes from the "base" particles is position and op...
by Rush
Sun Dec 19, 2004 9:34 am
Forum: Open Discussion and Dev Announcements
Topic: Particle trails
Replies: 5
Views: 1849

Not smaller in size, because in Irrlicht all particles in a system have the same size. It looks like that with the fadeout affector, which decreases a particle's alpha value over time so it appears more and more transparent.
by Rush
Fri Dec 17, 2004 12:45 pm
Forum: Bug reports
Topic: problems with opengl and irrlicht
Replies: 5
Views: 925

Also, if you're using dynamic shadows, try disabling them. On my system Irrlicht's OpenGL driver runs horribly slow with shadowing enabled.
by Rush
Fri Dec 17, 2004 12:37 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle trails
Replies: 5
Views: 1849

Particle trails

Because Irrlicht doesn't allow particles to leave trails, I've written a patch that implements it. Basically, it's adding an emitter that makes the particle system act as trail generator for another particle system. These screenshots show a simple explosion-like particle system without and with trai...
by Rush
Wed Dec 15, 2004 12:42 pm
Forum: Beginners Help
Topic: a little bit of direction needed
Replies: 2
Views: 383

Try a top-down shooter, or other such game that doesn't require much AI (like FPS) and is quite fast to code.
by Rush
Wed Dec 15, 2004 10:08 am
Forum: Open Discussion and Dev Announcements
Topic: Alternate gravity affector
Replies: 3
Views: 494

Hmm... I noticed that you _could_ achieve the same effect by using the default code with a very high timeForceLost. I guess that the change's worthless :/
by Rush
Tue Dec 14, 2004 3:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Alternate gravity affector
Replies: 3
Views: 494

Alternate gravity affector

The original gravity particle affector behaves in a weird way - the particles have constant speed when falling, which IMHO looks unnatural and ugly. I've written a small fix to make them accelerate over the time they're falling down, like they should according to physics: < I removed the code becaus...
by Rush
Tue Dec 14, 2004 12:19 pm
Forum: Advanced Help
Topic: smgr->drawAll() causes illegal operation
Replies: 17
Views: 1466

Check if smgr doesn't point to NULL: if(!smgr) printf("Fatal error\n"); If this won't help, try calling any other method of the scene manager (eg. smgr->clear()) just before smgr->drawAll(). If that call will cause illegal operation, then the pointer isn't pointing to a ISceneManager objec...
by Rush
Sun Dec 12, 2004 10:56 am
Forum: Bug reports
Topic: Rotating skybox
Replies: 21
Views: 4358

I took a look at your code. Wouldn't it be faster to write a single drawIndexedTriangleList call in the render() method, instead of calling it for each single quad?
by Rush
Sat Dec 04, 2004 11:28 am
Forum: Bug reports
Topic: Rotating skybox
Replies: 21
Views: 4358

Rotating skybox

It's not a bug, but a missing feature. I can't find any reason why the skybox node can't be rotated (or scaled), so I'm posting here the code to fix it. It's just changing one line in CSkyBoxSceneNode.cpp: void CSkyBoxSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver()...