Search found 36 matches
- 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...
- 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 ...
- 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...
- 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...
- Sat Mar 08, 2008 5:17 pm
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1206
- 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...
- Thu Feb 21, 2008 10:07 am
- Forum: Advanced Help
- Topic: Terrain Size
- Replies: 7
- Views: 675
- 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...
- 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...
- 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...
- Fri Feb 08, 2008 5:27 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 1744
- 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...
- Tue Feb 05, 2008 2:28 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 1744
- 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
- Mon Feb 04, 2008 4:37 pm
- Forum: Bug reports
- Topic: transparency: alpha vs. add_color
- Replies: 18
- Views: 1744