Search found 16 matches

by G3LO
Thu Jan 10, 2008 10:32 pm
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2330

Ok. I get it. Recalculating bounding boxes would slown down any game, but i would like recalculate bounding box once at begining and use more proper then shown at picture. Is it possible?
by G3LO
Thu Jan 10, 2008 9:08 pm
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2330

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...
by G3LO
Fri Sep 28, 2007 10:20 am
Forum: Advanced Help
Topic: Combined bone animation
Replies: 0
Views: 348

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.
by G3LO
Tue Sep 18, 2007 12:15 am
Forum: Project Announcements
Topic: Realistic water scene node
Replies: 255
Views: 272716

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...
by G3LO
Mon Sep 17, 2007 11:57 pm
Forum: Project Announcements
Topic: Realistic water scene node
Replies: 255
Views: 272716

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...
by G3LO
Wed Sep 05, 2007 12:14 am
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12332

I had problem just like koller202 (1.3.1 SkinnedMesh) I think there is error inside CLensFlareSceneNode.cpp. It is written: int nframes = material.Textures[0]->getOriginalSize().Width / material.Textures[0]->getOriginalSize().Height; printf ("%d", nframes) // prints 8 when i change to int ...
by G3LO
Thu Aug 30, 2007 8:33 am
Forum: Open Discussion and Dev Announcements
Topic: Windows Vista and Irrlicht
Replies: 32
Views: 4541

Does Irrlicht 1.3.1 and 'SkinnedMesh' branch works on Windows Vista with no problems?
I`m working on XP witch minGw compiler and i wonder if my application will work on Vista too (perhaps after recompiling).
by G3LO
Tue Aug 28, 2007 8:22 am
Forum: Advanced Help
Topic: Pausing a scene?
Replies: 20
Views: 2775

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...
by G3LO
Thu Aug 23, 2007 9:44 pm
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12332

Litte example int main() { IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<s32>(640, 480), 16, false, false, false, 0); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IAnimatedMesh* mesh = smgr->getMesh("test.x"); IAnimatedMe...
by G3LO
Thu Aug 23, 2007 8:08 pm
Forum: Advanced Help
Topic: ISkinnedMesh
Replies: 7
Views: 799

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 ...
by G3LO
Thu Aug 23, 2007 12:48 am
Forum: Advanced Help
Topic: ISkinnedMesh
Replies: 7
Views: 799

Ok, compiled and started it :D
Workspace just needed few file-adds.
Still i don`t know what i have compiled while ago, then.
Dev cpp is evil.
by G3LO
Wed Aug 22, 2007 11:02 pm
Forum: Advanced Help
Topic: ISkinnedMesh
Replies: 7
Views: 799

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...
by G3LO
Wed Aug 22, 2007 4:10 pm
Forum: Advanced Help
Topic: ISkinnedMesh
Replies: 7
Views: 799

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...
by G3LO
Wed Aug 22, 2007 8:54 am
Forum: Advanced Help
Topic: ISkinnedMesh
Replies: 7
Views: 799

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 :wink:
by G3LO
Mon Aug 20, 2007 11:36 am
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12332

I recommend to use the new skinnedmesh
I read a bit about it, could you tell me if this branch is complete or at least is support for .X files avalivable?
Also, is there any possibility to get some examples of basic usage of bones (source files)?