Search found 16 matches
- Thu Jan 10, 2008 10:32 pm
- Forum: Advanced Help
- Topic: Bounding box in animated scene nodes
- Replies: 18
- Views: 2498
- Thu Jan 10, 2008 9:08 pm
- Forum: Advanced Help
- Topic: Bounding box in animated scene nodes
- Replies: 18
- Views: 2498
Bounding box in animated scene nodes
Hi, i`ve got problem with bounding boxes in skeletal-animated .x files. X file was created in 3ds max 9 with X format exporter it includes skeletal animation. Running following program occurs in wrongly placed bounding box. Bounding box does not change during animation. #include <irrlicht.h> using n...
- Fri Sep 28, 2007 10:20 am
- Forum: Advanced Help
- Topic: Combined bone animation
- Replies: 0
- Views: 369
Combined bone animation
Hi,
is there any possibility to combine bone animations in easy way?
i mean eq. set animation start-frame: 0 end-frame: 10 for each leg-bone
and set start-frame: 20 end-frame: 25 for each arm-bone.
is there any possibility to combine bone animations in easy way?
i mean eq. set animation start-frame: 0 end-frame: 10 for each leg-bone
and set start-frame: 20 end-frame: 25 for each arm-bone.
- Tue Sep 18, 2007 12:15 am
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 278640
I noticed that error i wrote about earlier is caused by float notation eg. 0.5f, i changed it to 0.5 but now i got: 0:62 `-` wrong operand types no peration `-` exists that takes a left-hand operand od type `const int` and rigth operand of type float (or there is no acceptable conversion) 0:62 `*` w...
- Mon Sep 17, 2007 11:57 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 278640
I would like to use this node but when i try i encounter this problem: GLSL shader failed to compile ERROR: 0:39: `f`: syntax error parse error ERROR: 1 compilation errors. No code generated :( besides in code fragment WaterSceneNode=SceneManager->addMeshSceneNode(WaterMesh->getMesh(0),this); WaterM...
- Wed Sep 05, 2007 12:14 am
- Forum: Code Snippets
- Topic: LensFlareSceneNode
- Replies: 28
- Views: 12632
- Thu Aug 30, 2007 8:33 am
- Forum: Open Discussion and Dev Announcements
- Topic: Windows Vista and Irrlicht
- Replies: 32
- Views: 5102
- Tue Aug 28, 2007 8:22 am
- Forum: Advanced Help
- Topic: Pausing a scene?
- Replies: 20
- Views: 3150
How about removing animators and using `memento` design pattern? Wouldn`t it be convinient enough? pseudocode: //save scene-state foreach (gameObject) { object->save() } //restore foreach (gameObject) { object->restore() } //object::save self->memento = self->requestMemento() //memento is initalized...
- Thu Aug 23, 2007 9:44 pm
- Forum: Code Snippets
- Topic: LensFlareSceneNode
- Replies: 28
- Views: 12632
- Thu Aug 23, 2007 8:08 pm
- Forum: Advanced Help
- Topic: ISkinnedMesh
- Replies: 7
- Views: 857
Ok, i managed to fire up new animation system, i had to rewrite most of modules of my game due to usage of STL strings - looks like new animation system is less tolerant to STL then old system. However effects are promising and i think changing system was worth of work i`ve done. So i want to share ...
- Thu Aug 23, 2007 12:48 am
- Forum: Advanced Help
- Topic: ISkinnedMesh
- Replies: 7
- Views: 857
- Wed Aug 22, 2007 11:02 pm
- Forum: Advanced Help
- Topic: ISkinnedMesh
- Replies: 7
- Views: 857
Here`s a contionuation of my compiling adventure: i tried to use Blodshed Dev Cpp, after including missing files it hasn`t compiled, so i compiled it once again without them it went ok. But when i create simple irrlicht project, like in example 1 i get [Linker error] undefined reference to `_imp___Z...
- Wed Aug 22, 2007 4:10 pm
- Forum: Advanced Help
- Topic: ISkinnedMesh
- Replies: 7
- Views: 857
I tried to use new animation system, but i`ve got a problem. I compiled irricht under Linux and it was just fine, but when i tried to compile under Win32 using Code::Blocks it produced Irricht.dll sized about 1,4 kB and libIrricht.a sized 800 b. Since i don`t belive that new animation system have do...
- Wed Aug 22, 2007 8:54 am
- Forum: Advanced Help
- Topic: ISkinnedMesh
- Replies: 7
- Views: 857
ISkinnedMesh
Hi,
has anyone used ISkinnedMesh (from SVN branch) yet?
is it good with .X files?
could i ask for example, please.
Let`s say load foo.x and rotate bone "bar" around some random vector.
I`m just too lazy to experiment on my own
has anyone used ISkinnedMesh (from SVN branch) yet?
is it good with .X files?
could i ask for example, please.
Let`s say load foo.x and rotate bone "bar" around some random vector.
I`m just too lazy to experiment on my own
- Mon Aug 20, 2007 11:36 am
- Forum: Code Snippets
- Topic: LensFlareSceneNode
- Replies: 28
- Views: 12632