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Search found 16 matches
- Tue Jul 31, 2007 10:43 am
- Forum: Beginners Help
- Topic: getSceneNodeFromCameraBB return node behind walls
- Replies: 1
- Views: 189
- Mon Jul 30, 2007 8:50 am
- Forum: Beginners Help
- Topic: Can You make a irrlicht Game For WII
- Replies: 6
- Views: 683
- Mon Jul 30, 2007 8:41 am
- Forum: Beginners Help
- Topic: getSceneNodeFromCameraBB return node behind walls
- Replies: 1
- Views: 189
getSceneNodeFromCameraBB return node behind walls
Hello, I'm making an fps and i'm using the function getSceneNodeFromCameraBB when i shoot for check if the enemy has been hit: scene::ISceneNode* selectedSceneNode = 0; selectedSceneNode = smgr->getSceneCollisionManager()-> getSceneNodeFromCameraBB(camera); for(int i=0;i<MAX_ENEMY;i++) { if(selected...
- Sat Jul 28, 2007 9:04 pm
- Forum: Beginners Help
- Topic: NODE DROP ERROR
- Replies: 4
- Views: 250
- Sat Jul 28, 2007 12:40 pm
- Forum: Beginners Help
- Topic: NODE DROP ERROR
- Replies: 4
- Views: 250
it seems you're trying to do something with the node after it was removed, for example setPosition, setRotation, setScale, or something similar... Those things are executed when i create the node, anyway i have tryed to set enemy .node = 0 and I don't get windows error! But the collision still exis...
- Sat Jul 28, 2007 11:24 am
- Forum: Beginners Help
- Topic: NODE DROP ERROR
- Replies: 4
- Views: 250
NODE DROP ERROR
Hi all, I have a IAnimatedMeshSceneNode that I have to drop, this is the node: enemy[i].mesh = smgr->getMesh("./data/enemy/zombie.b3d"); enemy[i].node = smgr->addAnimatedMeshSceneNode(enemy[i].mesh); f(enemy[i].node) { enemy[i].node->setPosition(core::vector3df(enemy[i].pos)); enemy[i].nod...
- Sun Jul 15, 2007 3:49 pm
- Forum: Beginners Help
- Topic: DRAW PROBLEMS
- Replies: 2
- Views: 216
- Sun Jul 15, 2007 2:16 pm
- Forum: Beginners Help
- Topic: DRAW PROBLEMS
- Replies: 2
- Views: 216
DRAW PROBLEMS
Hi, I have a new problem, if I try to change the position of an object in the while loop like this: while(device->run()) { driver->beginScene(true, true, SColor(255,100,101,140)); vector3df pos = object->getPosition(); pos.Z += 100; object->setPosition(pos); smgr->drawAll(); guienv->drawAll(); drive...
- Thu Jul 12, 2007 5:48 pm
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
- Thu Jul 12, 2007 12:17 pm
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
- Thu Jul 12, 2007 11:59 am
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
Do you use OctTrees? Yeah I'm using OcTrees And is the last wall always invisible from the inside? Yes, is always invisible from the inside. Please not that if you have backface culling enabled (default) you won't see backfaces. So maybe the wall is just wrongly orientated. I don't have changed cul...
- Thu Jul 12, 2007 10:56 am
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
I have changed a bit far and near value, now the far faces are visible, but the problem is not completly solved, there are many strange bug... There are some screenshots: This is the normal tunnel: http://img166.imageshack.us/img166/5402/normaltunnelqv9.jpg And this is the bugged tunnel (it appears ...
- Thu Jul 12, 2007 8:37 am
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
You could try to disable culling and change the near and far planes to very small and very large values (in case your mesh is large). Yeah the problem are the near and far settings because now only far faces are invisible, what are the things to change? I'wll upload a screenshot and model soon. Tha...
- Wed Jul 11, 2007 7:52 pm
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716
- Wed Jul 11, 2007 7:44 pm
- Forum: Beginners Help
- Topic: 3D Model view problem
- Replies: 13
- Views: 716