Search found 36 matches

by morris
Wed Nov 18, 2009 5:34 pm
Forum: Beginners Help
Topic: solid single color materials
Replies: 1
Views: 308

solid single color materials

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 mesh...
by morris
Sat Mar 15, 2008 10:27 am
Forum: Bug reports
Topic: [docs] plane3d<T>::isFrontFacing(
Replies: 0
Views: 292

[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 ...
by morris
Wed Mar 12, 2008 7:31 pm
Forum: Advanced Help
Topic: triangle selector gives weird results
Replies: 6
Views: 1582

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 bo...
by morris
Wed Mar 12, 2008 5:23 pm
Forum: Advanced Help
Topic: triangle selector gives weird results
Replies: 6
Views: 1582

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); Level...
by morris
Sat Mar 08, 2008 5:17 pm
Forum: Advanced Help
Topic: Rotation interpolation
Replies: 13
Views: 1206

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 axi...
by morris
Thu Feb 21, 2008 10:16 am
Forum: Beginners Help
Topic: 3rd Person Camera (Oh not another one!!!!)[SOLVED]
Replies: 4
Views: 392

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...
by morris
Thu Feb 21, 2008 10:07 am
Forum: Advanced Help
Topic: Terrain Size
Replies: 7
Views: 675

you can also use arras' tiled terrain scene node if you only render parts of the terrain (for example at the players position). use the search function for "new tiled terrain" or sth like that.
by morris
Thu Feb 14, 2008 9:24 pm
Forum: Advanced Help
Topic: Quaternions and the toEuler function
Replies: 1
Views: 479

SQRT(0.5) is approximately 0.7071067811. the quaternion you pasted has Y=0.70710683 and W=0.70710683 which are slightly bigger than SQRT(0.5). therefore: Y*W > 0.5, and therefore -2.0*(Y*W) > -1.0, and therefore asin(-2.0*(Y*W)) is undefined. you might want to try to normalise the quaternions instea...
by morris
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: 103081

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 m...
by morris
Sat Feb 09, 2008 12:09 am
Forum: Bug reports
Topic: transparency: alpha vs. add_color
Replies: 18
Views: 1744

alright, thank you hybrid :) i've just wrote a simple app that reproduces the problem. i've precompiled for win xp, but of course included the source: http://irrlichtirc.g0dsoft.com/morris/alpha.zip http://irrlichtirc.g0dsoft.com/morris/main.cpp http://irrlichtirc.g0dsoft.com/morris/test.png now, to...
by morris
Fri Feb 08, 2008 5:27 pm
Forum: Bug reports
Topic: transparency: alpha vs. add_color
Replies: 18
Views: 1744

i wonder if this is considered a bug? maybe i should open a topic in "Bugs" with stand-alone code that reproduces the issue.
by morris
Fri Feb 08, 2008 5:25 pm
Forum: Advanced Help
Topic: 3D wolrd coordinates of the 4 corner of PC screen
Replies: 10
Views: 905

you can use the current view matrix to display your quads: ICameraSceneNode *camera = SMGR->getActiveCamera(); matrix4 mv = camera->getViewMatrix(); mv.makeInverse(); // translate the quad on screen // play around with x,y values to find out where they show your quad // try 0,0 first // z value shou...
by morris
Tue Feb 05, 2008 2:28 pm
Forum: Bug reports
Topic: transparency: alpha vs. add_color
Replies: 18
Views: 1744

@hybrid: setting the param to 0.01f e.g. lets white things look good, but i get weird light borders (see screenshot above, transparency2.jpg) for darker colors. i think this is a bug but i dont have any experience with opengl so i didnt succeed in investigating that any further.
by morris
Mon Feb 04, 2008 11:06 pm
Forum: Project Announcements
Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
Replies: 338
Views: 117182

me again, there's a memory leak in updateVertices() of the terrain node. meshes & meshbuffers are new'd and they are a) not deleted and b) not used in any way, so if anyone is using the node just remove those lines.
by morris
Mon Feb 04, 2008 4:37 pm
Forum: Bug reports
Topic: transparency: alpha vs. add_color
Replies: 18
Views: 1744

@xDan: anti-aliasing is done automatically by photoshop; i delete the background layer and draw things on an empty layer. this way i get anti-aliasing to "transparency". also, if i put the png into a GUIImage it looks perfect - so anti-aliasing should be alright. @arras: turning off mipmap...