Search found 60 matches

by radubolovan
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...
by radubolovan
Thu Feb 14, 2008 12:02 pm
Forum: Project Announcements
Topic: Armen's Terrain Generator
Replies: 40
Views: 31717

Does anyone has a link to download this from?
by radubolovan
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 :(
by radubolovan
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...
by radubolovan
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 ...
by radubolovan
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 ...
by radubolovan
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...
by radubolovan
Thu Jan 31, 2008 11:09 pm
Forum: Project Announcements
Topic: Chernobyl Viewer v0.99 Beta - Linux port!
Replies: 22
Views: 5995

I've downloaded the zip and I had a ":(" face for a couple of seconds.
I'm am using Linux not Windows, can you make the code open source and try to compile it myself?
by radubolovan
Thu Jan 31, 2008 1:07 pm
Forum: Beginners Help
Topic: Problem with scaleMesh() using IMeshManipulator
Replies: 4
Views: 185

You have to call

Code: Select all

((scene::SAnimatedMesh*)ModelMesh)->recalculateBoundingBox();
after scaling the mesh!
Try to enable the debug info for scene node and see the difference.
by radubolovan
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 )...
by radubolovan
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 ...
by radubolovan
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...
by radubolovan
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...
by radubolovan
Wed Jan 16, 2008 9:52 pm
Forum: Beginners Help
Topic: SMaterial problem
Replies: 12
Views: 637

Most of the time not! Normaly you want normal to be perpendicular to the surface it belongs to. Of course you may want to to "smooth" them in order that your mesh does not show too much edges. Normal is independent on light source. As for your other questions, I have no idea. Somebody els...