Search found 21 matches

by Sean H.
Fri Aug 31, 2007 6:10 pm
Forum: Advanced Help
Topic: Creating custom material renderer
Replies: 19
Views: 1694

arras it's not that hard to add new materials. But you will need to make changes to the irrlicht dll. you will also have to decide whether you want your material to support opengl, d3d, or both. I suggest using opengl as it can be used for mac and linux as well. Take a look at source/irrlicht/COpenG...
by Sean H.
Wed Aug 22, 2007 3:08 pm
Forum: Beginners Help
Topic: Speed question
Replies: 5
Views: 398

are your models animated? if so, then that would account for some additional processing as well since animations are calculated even if an object is never rendered, as they should.
by Sean H.
Tue Aug 21, 2007 4:28 am
Forum: Beginners Help
Topic: optimized triangle lists?
Replies: 5
Views: 799

hmmm... well that just sucks.
by Sean H.
Mon Aug 20, 2007 5:17 pm
Forum: Beginners Help
Topic: optimized triangle lists?
Replies: 5
Views: 799

well it's fine if the triangle selector method returns a few triangles which aren't in the box. at the very least Ill get a smaller subset of triangles to test against. I just hope the method won't miss triangles which really are inside the box.

thanks for the help vitek.
by Sean H.
Mon Aug 20, 2007 3:46 pm
Forum: Beginners Help
Topic: optimized triangle lists?
Replies: 5
Views: 799

still waiting on a reply to this one. :roll:

was this already discussed somewhere else? should I even worry about this?

I really just want to know if the methods for selecting triangles are reliable.
by Sean H.
Fri Aug 17, 2007 5:28 pm
Forum: Beginners Help
Topic: optimized triangle lists?
Replies: 5
Views: 799

optimized triangle lists?

Im going through the api looking at the triangleselector documentation and Im seeing this for selecting triangles based on bounding box: "Please note that unoptimized triangle selectors also may return triangles, which are not in the specific box at all. " what is the difference between op...
by Sean H.
Thu Aug 16, 2007 6:00 pm
Forum: Beginners Help
Topic: Performance question model formats
Replies: 4
Views: 270

hybrid, I noticed that when .x models are animated their normals are always updated, could this be part of the reason it's slower?
by Sean H.
Wed Aug 15, 2007 5:46 pm
Forum: Beginners Help
Topic: how to draw cartoon model without shader
Replies: 5
Views: 854

theres two methods that i know of: 1. render with two passes; first pass is a black wireframe with thick lines, second pass is the textured model. 2. render with two passes, first pass is polygonal mesh in all black with faces flipped, second pass is the textured model. with both techniques youll pr...
by Sean H.
Wed Aug 15, 2007 5:11 pm
Forum: Beginners Help
Topic: Program structure
Replies: 3
Views: 567

understanding code, and creating a complete game framework are two separate things. the latter takes alot of planning and experience.
by Sean H.
Mon Aug 13, 2007 5:17 pm
Forum: Beginners Help
Topic: Quick Collision Question
Replies: 1
Views: 430

you could do a raycast from the sword handle to the sword tip and see if it touches anything.
by Sean H.
Fri Aug 10, 2007 5:39 pm
Forum: Off-topic
Topic: my coolio website
Replies: 13
Views: 1369

very impressive. is this flash?
by Sean H.
Fri Aug 10, 2007 5:20 pm
Forum: Advanced Help
Topic: Pausing a scene?
Replies: 20
Views: 3166

Couldn't you just use irr::ITimer::setSpeed(0) for pausing?
by Sean H.
Fri Aug 10, 2007 3:52 pm
Forum: Beginners Help
Topic: hw mesh buffers and bones
Replies: 2
Views: 445

hw mesh buffers and bones

I have two quick questions about meshes so I thought I'd just toss them both into the same thread. My first question is, does Irrlicht use hardware mesh buffers, or software buffers? If hw, is there any user control over this and are fallback measures in place for people with ancient gpus? My second...
by Sean H.
Thu Aug 09, 2007 2:21 pm
Forum: Beginners Help
Topic: Manual Animations
Replies: 1
Views: 415

Manual Animations

Is there any way in Irrlicht to do manual transformations by setting joint rotations manually? I see theres a getXJointNode() and a getMS3dJointNode() which returns a ISceneNode object. Is it then possible to override the current animation sequence and create my own animation by directly modifying t...
by Sean H.
Wed Aug 08, 2007 1:19 am
Forum: Beginners Help
Topic: entity movement + collision
Replies: 8
Views: 517

Ok after searching the forums and looking through the API a bit, I came across another function: irr::scene::ISceneCollisionManager::getCollisionResultPosition () this function seems perfect for what I need; sliding collision under the influence of gravity and an intial impulse. Ive read in as few t...