Search found 28 matches

by VioletAlixe
Sat Dec 20, 2008 11:22 am
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 403
Views: 139256

Vista, using Visual C++ Express.
by VioletAlixe
Thu Dec 18, 2008 9:14 pm
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 403
Views: 139256

The joystick and mouse example included in the download for Irrlicht 1.5 doesn't check to see whether or not a joystick hat exists when it determines the direction to move the cursor. Code here: const u16 povDegrees = joystickData.POV / 100; if(povDegrees < 360) { if(povDegrees > 0 && povDeg...
by VioletAlixe
Thu Aug 07, 2008 7:06 am
Forum: Beginners Help
Topic: how to rotate the model with a moving axis
Replies: 3
Views: 287

Parent the blade to the engine and have the blade rotate. Whatever happens to the engine will also happen to the blade (if you move the engine, the blade will be attached still), but the blade will be able to spin on it's own.


So make the engine the parent of the spinning blade.
by VioletAlixe
Fri Dec 21, 2007 8:48 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: OpenAL++
Replies: 5
Views: 5282

This is awesome. Vote yes on prop. Stickthis.
by VioletAlixe
Sun Nov 25, 2007 11:34 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Irrlicht basics tutorial [Note: HUGE POST]
Replies: 69
Views: 86081

Just a quick glance over and you can already see this tutorial answers the most basic questions in a rather nice order of what someone jumping into the creating-a-game-with-irrlicht world thinks sequentially. Why isn't this stickied?
by VioletAlixe
Sun Nov 25, 2007 8:35 am
Forum: Code Snippets
Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
Replies: 74
Views: 40326

Nice work!

I tested this out in my map-editor. At a grid size greater than 1,200 and a grid spacing of 4, I still have no drop in frame rate at all. Changeable colors, simple to implement, and fully compatible as a scene node. It's so easy, no wonder it's #1. Err, wrong commercial. Anyway, I benchmarked this a...
by VioletAlixe
Mon Oct 22, 2007 9:56 pm
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Yes it's do-able, in fact it's not very hard to do at all. Care to revise that answer? I've done it so far, but it required so many rewrites I can't recall all the files I had to change. You can't do it with a single view matrix, you have to change how it's specifically drawn to the screen by secti...
by VioletAlixe
Sat Oct 13, 2007 3:21 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Alright, I've almost succeeded so far. I say almost in that I'm able to account for half the directions necessary for this perspective. I can't do the other half with a single matrix4. Working on it as I type. Will update soon.
by VioletAlixe
Fri Oct 12, 2007 12:40 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

you have a solution? I spent days messing with things to no avail when I last looked at this ( bug report ), gave me a headache To fix that weird look of the sphere, you have to correct Irrlicht's default FOV. Just set the FOV to (45 * irr::core::DEGTORAD). Should work fine. I'm still working on th...
by VioletAlixe
Thu Oct 11, 2007 9:53 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Chris, please hold questions until I respond to the above. Yes it's do-able, in fact it's not very hard to do at all. -And yes, I know of some, which I'm going to list as a response to the second question. I'm going to post it all together soon.
by VioletAlixe
Thu Oct 11, 2007 8:17 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Sure thing; let me compile a bunch of resources then and I'll post them all here when I'm certain I've done both the things you're asking for.
by VioletAlixe
Thu Oct 11, 2007 6:16 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Okay, regardless of what the other engines are doing, that article you sourced has no sources of its own that are reliable, and it even states so at the top. If you look at a "perspective corrected" picture, you get an otho view with depth in only one direction. Hence the current camera. I...
by VioletAlixe
Thu Oct 11, 2007 4:44 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Look at your own example, you FAILED at creating a fish-eye. Never once did I claim to be attempting to implement fisheye distortion. My code shows that the distortion occurs at large field of views. Nope, that one isn't wrong. The D3DXMatrixPerspectiveLH documentation shows the exact same matrix. ...
by VioletAlixe
Thu Oct 11, 2007 4:18 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Okay, ignoring all the nonsense you just spewed, the perspective "problem" isn't a problem. It's a reality of curved lenses. I don't want to keep reiterating myself. Look at your own example, you FAILED at creating a fish-eye. I took a screenshot to show you what's wrong with it. Why did i...
by VioletAlixe
Thu Oct 11, 2007 1:53 am
Forum: Bug reports
Topic: Perspective Camera functions incorrectly.
Replies: 30
Views: 7636

Okay, update. I fixed your source code, which I suspect was just an accident or some such (just had to change the irr::SEvent event to const SEvent& event), and it ran fine except for it's not really a fish-eye lens, although you used the same altered attributes I mentioned above about how it SH...