Search found 98 matches
- 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...
- 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.
- 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...
- 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...
- 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
- 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 ...
- 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...
- 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...
- Sun Nov 27, 2005 10:44 pm
- Forum: Advanced Help
- Topic: How to turn lightmaps on/off? *RESOLVED*
- Replies: 19
- Views: 1121
- 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...
- Sun Oct 30, 2005 2:58 am
- Forum: Advanced Help
- Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
- Replies: 19
- Views: 1556
- 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...
- Sat Oct 22, 2005 3:47 am
- Forum: Advanced Help
- Topic: TerrainNode bug in Irrlicht 0.12.0 getMeshBufferForLOD
- Replies: 19
- Views: 1556
- 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...
- 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...