Search found 98 matches

by Nick_Japan
Wed Feb 01, 2006 7:18 am
Forum: Code Snippets
Topic: (C++) Sin / Cos, directions and all that trig stuff
Replies: 15
Views: 11218

(C++) Sin / Cos, directions and all that trig stuff

Hey all, like the new forum! This is my code for making a node move 'forwards' in the direction it's facing. If you're bored of having to draw a load of triangles and SOH/CAH/TOA every time, here is the maths you want: vector3df pos = node->getPosition(); vector3df rot = node->getRotation(); if(movi...
by Nick_Japan
Sun Jan 29, 2006 11:27 am
Forum: Beginners Help
Topic: Fatal error C1010 what is this
Replies: 20
Views: 798

I think that's usually when one of the header (ie Irrlicht.h), the library file or the dll you are using are different versions - make sure that all the library / include directories point to the same version of Irrlicht and make sure that same version of Irrlicht's dll is in your project's directory.
by Nick_Japan
Fri Jan 27, 2006 4:13 am
Forum: Advanced Help
Topic: Almost there with Irrlicht/Newton terrain
Replies: 9
Views: 817

This is slightly off-topic but wasn't quite worth a whole new thread: I've found a couple of things that may help people who are using Newton and Irrlicht in Visual Studio 2005 EE. I mentioned a while ago, just before 0.14 was released, that I was having some sort of weird crash when creating a coll...
by Nick_Japan
Thu Jan 19, 2006 11:08 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14651

At the moment, It seems that the basic problem is that the tyre callback never gets called. When creating the car body, I set the ForceAndTorque callback to just apply gravity to the car body. This works fine - the car falls and lands on my test surface. This is the tyre setup code, where it is adde...
by Nick_Japan
Tue Jan 17, 2006 7:56 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14651

Could I ask you to post your code? I'll trade for a Newton Helicopter ;)
by Nick_Japan
Mon Jan 16, 2006 12:48 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14651

I've having some trouble porting my vehicle code to Newton 1.5. For some reason, the wheels don't seem to update or collide or anything, the car's body simply falls and lands on top of the ground, as if it was a solid box. Furthermore, the wheel's update code doesn't seem to get called at all; they ...
by Nick_Japan
Sun Jan 15, 2006 1:24 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Boring But Important: logfiles
Replies: 2
Views: 1310

Boring But Important: logfiles

It looks like I'm going for the award for the Most Unexciting Irrlicht Related Tutorial Ever award here. If you're not using a logfile for your debugging output, then I'd really recommend you start. If nothing else, the massive advantage they have over simple printf() calls is that you can output as...
by Nick_Japan
Thu Jan 12, 2006 2:01 pm
Forum: Advanced Help
Topic: Almost there with Irrlicht/Newton terrain
Replies: 9
Views: 817

Almost there with Irrlicht/Newton terrain

Heya all, I've nearly cracked getting a heightmap terrain into a Newton body. In my code I'm definitely getting a physics hull of some kind, but it doesn't match up with the graphical equivalent. Now, a bit of poking around has lead me to believe that the call to getMeshBufferForLOD() doesn't return...
by Nick_Japan
Sun Nov 27, 2005 10:44 pm
Forum: Advanced Help
Topic: How to turn lightmaps on/off? *RESOLVED*
Replies: 19
Views: 1121

What happens if you just switch the shop scene node's material type to EMT_SOLID or something? Presumably you had to set it to EMT_LIGHTMAP to get them to come up in the first place? Or are they really baked in there...
by Nick_Japan
Tue Nov 22, 2005 9:15 am
Forum: Advanced Help
Topic: Grabbing mesh data from an ITerrainSceneNode
Replies: 10
Views: 812

Heya Keless, I've been having exactly the same problem - trying to get the mesh data from the terrain to load a tree body into Newton? Check out this thread - it seems the consensus was that you do need to use getMeshBufferForLOD() with LOD = 1 (ie the highest LOD), but for me anyway that call crash...
by Nick_Japan
Sun Oct 30, 2005 2:58 am
Forum: Advanced Help
Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
Replies: 19
Views: 1556

One other slightly funny thing about Irrlicht-Spintz, have you changed how addChild() works? I've found that it only updates the position of the child, and not the rotation, so for example a HUD moves correctly when the camera moves, but the moment you turn the camera it stays in the same place
by Nick_Japan
Sat Oct 29, 2005 6:03 am
Forum: Advanced Help
Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
Replies: 19
Views: 1556

Hey Nick, I wrote a different algorithm to build tree collisions, I'll send it to you tonight. I don't use GetMeshBufferForLOD anoymore, I just use getMesh->getMeshBuffer(0) and I iterate through the vertices and select the indices just like the terrain node does, its a little faster and no more me...
by Nick_Japan
Sat Oct 22, 2005 3:47 am
Forum: Advanced Help
Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
Replies: 19
Views: 1556

Hiya, I've switched to Irrlicht-Spintz and I'm still having problems. Here is the code I'm using to load heightmaps and call the physics code: if (strcmp("terrain", xml->getNodeName()) == 0) { const char *heightmap = xml->getAttributeValue("heightmap"); const char *texture = xml-...
by Nick_Japan
Wed Oct 12, 2005 1:32 am
Forum: Advanced Help
Topic: ITerrainSceneNode->getMesh() returns mesh with no indices
Replies: 2
Views: 353

Ah nice one - thanks! I'm having a problem now that the call to terrain->getMeshBufferForLOD() throws a debug assertion error. I found one of your posts about terrain and posted the details in there, but just one more thing to add: here is the section: // broken SMeshBufferLightMap meshb; tnode->get...
by Nick_Japan
Wed Oct 12, 2005 1:26 am
Forum: Advanced Help
Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
Replies: 19
Views: 1556

Any luck on this problem? I'm have a very similar issue, except that the call to terrain->getMeshBufferLOD() throws a debug assertion failure (I'm using VC++). I googled around a bit and found that it has something to do with memory allocation or de-allocation, apparently often caused by delete() an...