Search found 8 matches
- Mon Oct 15, 2007 5:54 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1157
- Mon Oct 15, 2007 7:43 am
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1157
garritg: If I am not mistaken, that might be, because you finally set new rotation by setRotation, which operates by euler angles... So again, if first angle is 90 degrees... As I see it there is no way around this in current version of Irrlicht, because node rotation is stored in euler angles, and ...
- Sun Oct 14, 2007 11:04 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1157
- Fri Oct 12, 2007 11:38 am
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1157
- Wed Oct 10, 2007 8:11 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1157
ISceneNode implementation and gimbal locks
Aren't gimbal locks inherent due to Irrlicht's scene node design? I checked and I see OGRE uses quaternion for relative scene node orientation, while irrlicht uses a vector. Even if I use special "orientation" quaternion for my in-game object, I can't force it upon node, since only way to ...
- Fri Oct 05, 2007 4:47 pm
- Forum: Beginners Help
- Topic: Game OO architecture
- Replies: 6
- Views: 534
Thanks, everyone. :) So, I will just encapsulate ISceneNode* into my basic CSpaceShooterObject. This will make me put all my in-game objects into another container and do animation (based on thrust, gravity) in program's main loop... Since the game i'm working on is simple and small this will be ok....
- Fri Oct 05, 2007 8:53 am
- Forum: Beginners Help
- Topic: Game OO architecture
- Replies: 6
- Views: 534
Game OO architecture
I have problem I can't decide about. What would be the best way to structure game application, more specifically in-game objects. I'm writing simple space shooter, so i need few types of aircraft, asteroids, and so on. Of course these need some attributes, like remaining fuel, damage etc and they al...
- Thu Sep 27, 2007 6:21 pm
- Forum: Bug reports
- Topic: drawVertexPrimitiveList(...) and scene::EPT_QUADS
- Replies: 2
- Views: 661
drawVertexPrimitiveList(...) and scene::EPT_QUADS
Hello.
QUADS can be drawn only with OpenGL driver. I cheked D3D driver (cpp file) and EPT_QUADS is missing from switch statement. I gues it's not supposed to be so?
A note in documentation at least. I just spent few hours debugging "my" code.
QUADS can be drawn only with OpenGL driver. I cheked D3D driver (cpp file) and EPT_QUADS is missing from switch statement. I gues it's not supposed to be so?
A note in documentation at least. I just spent few hours debugging "my" code.