Search found 36 matches

by bull
Sun Oct 07, 2007 3:06 pm
Forum: Code Snippets
Topic: Entity scenenode (aka the do-nothing-SceneNode )
Replies: 10
Views: 4036

Entity scenenode (aka the do-nothing-SceneNode )

I love IrrEdit, and I know many of you also. But one thing I hate about it is that I can't add a custom attribute(monster's hp, game object class ...) . To a game ,such informations mean much more than the scene node itself. I tried to solve the problem by jamming informations into the node name but...
by bull
Wed Oct 03, 2007 8:10 am
Forum: Game Programming
Topic: Help :: Mouse in 3D
Replies: 14
Views: 7664

You guys are all here?? :D
.\main.cpp(128) : error C2664: 'irr::scene::ISceneManager::createTriangleSelector' : cannot convert parameter 1 from 'irr::scene::IAnimatedMesh *' to 'irr::scene::IMesh *'
change the animatedMesh to animatedMesh->getMesh(0)
by bull
Mon Sep 17, 2007 1:30 pm
Forum: Irrlicht.NET
Topic: Deriving a class from ISceneNode
Replies: 3
Views: 7369

by bull
Wed Sep 12, 2007 10:01 am
Forum: Open Discussion and Dev Announcements
Topic: Objects not receiving stencilshadows
Replies: 2
Views: 926

You should post your modification so everyone could see what is wrong.
by bull
Wed Sep 12, 2007 9:00 am
Forum: Open Discussion and Dev Announcements
Topic: New .irrmesh format suggestion
Replies: 0
Views: 759

New .irrmesh format suggestion

I read niko's blog and know that the new .irrmesh format is XML-based. Although it's good for interchanging data, especially exporters, it is surely slower and have more overhead than a binary format. So I suggest a "hybrid" format(like .x mesh): For text mode: <mesh type="text">...
by bull
Wed Sep 12, 2007 8:54 am
Forum: Open Discussion and Dev Announcements
Topic: I want to be added collision set of *.Irr format.
Replies: 1
Views: 588

Irredit is a scene editor, not a mesh editor. It is your job to decide what object to collide with, what not to. You can set the id/name of scene nodes that you want to create triangle selector to some certain value. After loading the scene, run through the whole scenegraph and create a meta triangl...