hi,
i've read all the topics on this one, but couldnt find a solution that satisfies my needs. i need a material that is just a plain color (say, red), with lighting enabled. there seem to be two solutions to this:
a) vertex coloring. this is not an option for me, because i don't want to copy a ...
Search found 36 matches
- Wed Nov 18, 2009 5:34 pm
- Forum: Beginners Help
- Topic: solid single color materials
- Replies: 1
- Views: 439
- Sat Mar 15, 2008 10:27 am
- Forum: Bug reports
- Topic: [docs] plane3d<T>::isFrontFacing(
- Replies: 0
- Views: 357
[docs] plane3d<T>::isFrontFacing(
this is is just a small documentation issue.
the docs say that plane3d<T>::isFrontFacing(const vector3d< T > & lookDirection) does only work with a normalized vector. this is not true:
the idea is to check if the angle between the normal of the plane and the look direction is bigger or equal to 90 ...
the docs say that plane3d<T>::isFrontFacing(const vector3d< T > & lookDirection) does only work with a normalized vector. this is not true:
the idea is to check if the angle between the normal of the plane and the look direction is bigger or equal to 90 ...
- Wed Mar 12, 2008 7:31 pm
- Forum: Advanced Help
- Topic: triangle selector gives weird results
- Replies: 6
- Views: 1852
i've been reading the old method for a while now, and tried to make up some example cases where it might fail. as you said, technically it is okay.
the old method is provided with the root node. therefore, it WILL select any triangles that are inside any child node which intersects with the given ...
the old method is provided with the root node. therefore, it WILL select any triangles that are inside any child node which intersects with the given ...
- Wed Mar 12, 2008 5:23 pm
- Forum: Advanced Help
- Topic: triangle selector gives weird results
- Replies: 6
- Views: 1852
triangle selector gives weird results
hi,
i've set up a triangle selector on my level mesh, nothing special, i've used the code from the example. the outline of the code looks like this:
SMesh *mesh;
// ... create the mesh, this works perfectly
// mesh has multiple mesh buffers
IMeshSceneNode *Level = SMGR->addMeshSceneNode(mesh ...
i've set up a triangle selector on my level mesh, nothing special, i've used the code from the example. the outline of the code looks like this:
SMesh *mesh;
// ... create the mesh, this works perfectly
// mesh has multiple mesh buffers
IMeshSceneNode *Level = SMGR->addMeshSceneNode(mesh ...
- Sat Mar 08, 2008 5:17 pm
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1499
the "shortest" path is easily defined. consider a rotation around, lets say, the Y axis. any rotation R bigger than 180° can be described as "long", and the shorter path is -(360°-R). so, after calculating your rotation vector [edit: but BEFORE normalizing it], check for each axis if the rotation is ...
- Thu Feb 21, 2008 10:16 am
- Forum: Beginners Help
- Topic: 3rd Person Camera (Oh not another one!!!!)[SOLVED]
- Replies: 4
- Views: 514
usually, you woudn't use the built-in FPS camera. instead, create your own eventreceiver which controls your player node, and updates a normal ICameraSceneNode every frame. you should also look at the code of the FPS camera in the irrlicht/source folder to get an idea of how the eventreceiver should ...
- Thu Feb 21, 2008 10:07 am
- Forum: Advanced Help
- Topic: Terrain Size
- Replies: 7
- Views: 927
- Thu Feb 14, 2008 9:24 pm
- Forum: Advanced Help
- Topic: Quaternions and the toEuler function
- Replies: 1
- Views: 557
- Sat Feb 09, 2008 10:37 am
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 131468
aussiedude, that's one cool analysis of how a driver's AI should work :) hope you're able to implement that in reality.
Problem is I can only code these as a generic all-purpose type thing, I don't know much about the irrlicht engine to take advantage of it. But if make the maths of them you could ...
Problem is I can only code these as a generic all-purpose type thing, I don't know much about the irrlicht engine to take advantage of it. But if make the maths of them you could ...
- Sat Feb 09, 2008 12:09 am
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 2316
- Fri Feb 08, 2008 5:27 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 2316
- Fri Feb 08, 2008 5:25 pm
- Forum: Advanced Help
- Topic: 3D wolrd coordinates of the 4 corner of PC screen
- Replies: 10
- Views: 1425
- Tue Feb 05, 2008 2:28 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 2316
- Mon Feb 04, 2008 11:06 pm
- Forum: Project Announcements
- Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
- Replies: 338
- Views: 139947
- Mon Feb 04, 2008 4:37 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 2316