Search found 60 matches
- Sun Apr 06, 2008 7:39 pm
- Forum: Project Announcements
- Topic: XEffects - (Indoor Soft-Shadows + Post-Processing)
- Replies: 179
- Views: 70046
I've downloaded the source code and used it. Without adding shadows to nodes all is fine; here is a snapshot: http://dsflake.darkstarlinux.ro/~radubolovan/dswheels_snaps/snap018.png But if I add a shadow to scene node it seems like I can't move around the scene node; here is a snapshot: http://dsfla...
- Thu Feb 14, 2008 12:02 pm
- Forum: Project Announcements
- Topic: Armen's Terrain Generator
- Replies: 40
- Views: 31717
- Thu Feb 14, 2008 11:39 am
- Forum: Code Snippets
- Topic: loading within another thread on Linux using POSIX
- Replies: 11
- Views: 3713
Is there anyone who can port the code for other S.O. (eg. Windows)?
here: http://en.wikipedia.org/wiki/POSIX it sais that POSIX works on different platforms, but I don't know how to create a window and a OpenGL context in Windows![Sad :(](./images/smilies/icon_sad.gif)
here: http://en.wikipedia.org/wiki/POSIX it sais that POSIX works on different platforms, but I don't know how to create a window and a OpenGL context in Windows
![Sad :(](./images/smilies/icon_sad.gif)
- Thu Feb 14, 2008 11:34 am
- Forum: Code Snippets
- Topic: loading within another thread on Linux using POSIX
- Replies: 11
- Views: 3713
@rogerborg The ideea is to avoid creating a new context over an existing one and not to distroy an context which doesn't exist. 1) the checks should be done outside irrlicht eg.: GLXContext myContext = ((CIrrDeviceLinux*)driver->createNewContext(); if( myContext != 0 ) { //make something with contex...
- Sat Feb 09, 2008 10:14 am
- Forum: Code Snippets
- Topic: loading within another thread on Linux using POSIX
- Replies: 11
- Views: 3713
loading within another thread on Linux using POSIX
After many crashes and no correct functionality, I've did it! :) But I had to patch Irrlicht engine with two functions (in CIrrDeviceLinux class): in private area: GLXWindow glxWin2; GLXContext Context2; then in public area: GLXContext const& createNewContext();; void releaseContext( GLXContext ...
- Mon Feb 04, 2008 11:27 pm
- Forum: Project Announcements
- Topic: Chernobyl Viewer v0.99 Beta - Linux port!
- Replies: 22
- Views: 5995
I have tried tu run linux edition and here is the error: sh-3.1$ Chernobyl_Viewer Chernobyl_Viewer: error while loading shared libraries: ../../Engines/IrrCg/lib/Linux/libIrrCg.a: cannot open shared object file: No such file or directory I've downloaded IrrCg but no libIrrCg.a file :( //later Found ...
- Fri Feb 01, 2008 4:49 pm
- Forum: Project Announcements
- Topic: Chernobyl Viewer v0.99 Beta - Linux port!
- Replies: 22
- Views: 5995
I can compile Linux version, but I can't test it :( I have Radeon 2600 PRO for AGP and currently AMD-ATI doesn't create drivers for it. (We must wait 1-2 weeks for properly drivers) I can release untested binary for Linux today ;) And I'll will be testing on DARKSTAR Linux (a Linux distribution der...
- Thu Jan 31, 2008 11:09 pm
- Forum: Project Announcements
- Topic: Chernobyl Viewer v0.99 Beta - Linux port!
- Replies: 22
- Views: 5995
- Thu Jan 31, 2008 1:07 pm
- Forum: Beginners Help
- Topic: Problem with scaleMesh() using IMeshManipulator
- Replies: 4
- Views: 185
You have to callafter scaling the mesh!
Try to enable the debug info for scene node and see the difference.
Code: Select all
((scene::SAnimatedMesh*)ModelMesh)->recalculateBoundingBox();
Try to enable the debug info for scene node and see the difference.
- Thu Jan 31, 2008 9:08 am
- Forum: Beginners Help
- Topic: Problem with scaleMesh() using IMeshManipulator
- Replies: 4
- Views: 185
- Thu Jan 24, 2008 3:55 pm
- Forum: Beginners Help
- Topic: Collision of bounding box and sphere
- Replies: 3
- Views: 477
1) calculate the direction: vector3df dir = ( sphere->getPosition() + box->getPosition() ).Normalize(); 2) calculate a point on this direction which is on sphere: vector3df sphereVertex = sphereRadius * dir; 3) test if this point is in bounding box: bool collision = box.isPointInside( sphereVertex )...
- Mon Jan 21, 2008 10:06 am
- Forum: Open Discussion and Dev Announcements
- Topic: flow
- Replies: 7
- Views: 946
It is only a texture (for sun) and one for moon (you can download the code from link below). For smooth animatoin fDeltaTime is the difference between 2 frames... for example if I hav 86 FPS, then the fDeltaTime = 1/86 = 0.11, but can be changed from frame to frame. Then you can move an object from ...
- Sun Jan 20, 2008 7:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: flow
- Replies: 7
- Views: 946
And if you have objects that don't move using animations? For example I've made a SunMoon class which draws textures(materials) for sun and moon at specific vertices and doesn't use the irrlicht animation system; the sun and the moon aren't meshes or derived from a irrlicht class. I'm not saying tha...
- Fri Jan 18, 2008 10:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: flow
- Replies: 7
- Views: 946
flow
I've realised some flow improvements. Well ... it's my opinion. First of all you should separate the ISceneManager::drawAll() function in two: 1) ISceneManager::update( float fDeltaTime ); 2) ISceneManager::drawAll(); as below: void CSceneManager::update() { // reset attributes Parameters.setAttribu...
- Wed Jan 16, 2008 9:52 pm
- Forum: Beginners Help
- Topic: SMaterial problem
- Replies: 12
- Views: 637