Search found 20 matches

by Hirogen
Fri Aug 17, 2007 10:02 am
Forum: Project Announcements
Topic: ATMOsphere
Replies: 145
Views: 116254

I tried to transfer your demo application to Irrlicht 1.3.1. I modified the ATMOsphere.cpp and could compile the demo but now the sun doesn't move.


#include <irrlicht.h>
#include <IVideoDriver.h>
#include <math.h>
#include <ITimer.h>

using namespace irr;
using namespace scene;
using namespace ...
by Hirogen
Fri Aug 17, 2007 10:02 am
Forum: Project Announcements
Topic: ATMOsphere
Replies: 145
Views: 116254

I tried to transfer your demo application to Irrlicht 1.3.1. I modified the ATMOsphere.cpp and could compile the demo but now the sun doesn't move.


#include <irrlicht.h>
#include <IVideoDriver.h>
#include <math.h>
#include <ITimer.h>

using namespace irr;
using namespace scene;
using namespace ...
by Hirogen
Mon Jul 30, 2007 5:51 am
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

Yes, you can regard it that way. When you have a relative position you can either use a relative rotation or a relative target to achieve the same aim.
I am just of the opinion that there should be a simple way to make all types of cameras following the whole movement (position and rotation) of a ...
by Hirogen
Sat Jul 28, 2007 10:42 am
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

I made an example to illustrate what the problem is with the current solution in my point of view.

#include <irrlicht.h>
#include <iostream>

using namespace irr;
using namespace gui;

#pragma comment(lib, "Irrlicht.lib")


int main()
{
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9 ...
by Hirogen
Tue Jul 24, 2007 5:45 pm
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

The simple solution you mentioned is similiar to my proposal but not exactly the same.
I will try to explain the difference. Imagine you are travelling by train. The dummy target node may be positioned somewhere in front of the train and is a child node of the train. Our camera shall behave as a ...
by Hirogen
Tue Jul 24, 2007 8:37 am
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

Principally you are right. But if you focus a dummy node the user cannot simply turn the camera to look at another point.
I mean, you can create a camera for a racing game with dummy nodes. That's no problem - you are right. But by doing this the player has no possibility to change his point of view ...
by Hirogen
Mon Jul 23, 2007 10:24 pm
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

Well, it's a simple solution to create a third person camera. When you make a camera a child of a node, the camera normally doesn't really follow the object. Only the position of the camera follows the movement but not the point it looks at. If you constantly want to see an object from the same ...
by Hirogen
Mon Jul 23, 2007 7:17 pm
Forum: Code Snippets
Topic: Propose a new feature: relative targets
Replies: 11
Views: 4029

Propose a new feature: relative targets

I would like to propose a new feature to make the target of a camera relative to its parent.

In ICameraSceneNode.h you have to add


//! Sets if target is relative to parent
/** */
virtual void setIsTargetRelative( bool targetRelative )
{
IsTargetRelative = targetRelative;
}

//! Returns ...
by Hirogen
Sat Jul 21, 2007 7:45 pm
Forum: Beginners Help
Topic: How to implement a driver cam?
Replies: 4
Views: 594

Yes, that's it. I want the camera to look through the front window by default. But it should also be possible to look through the side window or to "sit" on the engine bonnet.
by Hirogen
Sat Jul 21, 2007 7:19 pm
Forum: Beginners Help
Topic: How to implement a driver cam?
Replies: 4
Views: 594

How to implement a driver cam?

I would like to have a camera that acts as the driver of a vehicle.
This means it shall follow an object and also mirror its rotation, but the camera should stay movable. For an example it should be possible to "walk" beside the object, but when the object rotates the camera should change its ...
by Hirogen
Mon Jul 09, 2007 2:49 pm
Forum: Beginners Help
Topic: How to rotate a texture?
Replies: 3
Views: 726

I don't want to rotate a material texture. I want to rotate a ITexture, which is used to display on the GUI.
by Hirogen
Mon Jul 09, 2007 2:14 pm
Forum: Beginners Help
Topic: How to rotate a texture?
Replies: 3
Views: 726

How to rotate a texture?

How can I rotate a ITexture in Irrlicht? Is there a way to manipulate textures?
by Hirogen
Mon Jul 09, 2007 8:36 am
Forum: Beginners Help
Topic: Realistic sun light
Replies: 0
Views: 361

Realistic sun light

Can somebody tell me the parameters to create realistic sun light?
I'm talking about the values for AmbientColor, DiffuseColor, SpecularColor?
by Hirogen
Thu Jun 28, 2007 7:29 am
Forum: Project Announcements
Topic: Follow spline editor
Replies: 11
Views: 8219

What about the sources?
Is your tool Open Source?
I mean, the saved spline attributs can't be loaded without your software, or can they?
by Hirogen
Tue Jun 26, 2007 10:01 am
Forum: Beginners Help
Topic: Euler angles
Replies: 1
Views: 917

Euler angles

I have a question about the Euler angles which Irrlicht uses.
There are several definitions/conventions concerning Euler angles. What is the order of the rotation?

First rotate around z-axis
then rotate around origin y-axis
finally rotate around origin x-axis
Is that the way Irrlicht implements ...