Search found 300 matches

by pc0de
Fri Oct 01, 2010 6:41 pm
Forum: Beginners Help
Topic: Very simple LoadScene() Question [SOLVED]
Replies: 2
Views: 227

It looks to me like the scene nodes themselves would be loaded twice into the scene which means the nodes would be rendered twice for every iteration of your render loop.

The texture and mesh resources are cached so Irrlicht only loads them once even if they're used in more than one scene node.
by pc0de
Thu Sep 23, 2010 6:58 am
Forum: Off-topic
Topic: ah, rb, & a tree walk into a bar...
Replies: 4
Views: 844

Lonesome Ducky wrote:Something about this terrifies me.
Yup, I felt a bit like a stalker when I first started it. And of course Mrs. pc0de walked in right when I was cleaning up the bad pixels around her chest...
by pc0de
Wed Sep 22, 2010 11:03 pm
Forum: Off-topic
Topic: ah, rb, & a tree walk into a bar...
Replies: 4
Views: 844

ah, rb, & a tree walk into a bar...

So I was experimenting with creating leaf textures that can be given away freely with a sample tree .blend in the upcoming release of irrb and boredom eventually led to:Image
If this doesn't get him to poke his head in and make a funny... :)
by pc0de
Thu Sep 16, 2010 5:16 am
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

Ahhh, I think I see what you're trying to do - export to a location relative to the .blend file. The trouble is/was is that the absolute path is calculated from the working directory which is the location of the blender executable by default. This is what was causing the long relative resource paths...
by pc0de
Wed Sep 15, 2010 2:47 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

...vertex color alpha... As you suspected Blender doesn't support painting alpha into the vertex colors. 2.49b vertex colors are stored as RGBA, but the alpha component is always set to 255 regardless of the opacity used to paint. 2.54 vertex colors are simply stored as RGB. I'll modify irrb 0.6 (B...
by pc0de
Fri Sep 10, 2010 3:31 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

Hey xDan, I'm away from my development machine for the next couple of days, so I'll look into Blender's vertex/alpha functionality when I get back. Regarding the long filenames - by default irrb writes out file references using relative paths. You can shorten the path by copying the texture into a d...
by pc0de
Tue Sep 07, 2010 2:57 pm
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 139852

I guess the main point is that the ID's aren't unique for files that exist in sub-directories of the root directory that is passed to addFileArchive(). They are unique within the sub-directory but not across the entire "archive". That's why in the example I gave above, opening "mdl/Cu...
by pc0de
Tue Sep 07, 2010 2:33 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

i thought it was implemented in irrlicht but then it seems to be a new scene node written by Ambiera? I don't know what irrEdit is doing but it currently isn't implemented in Irrlicht. There is a patch out there that needs some work though: Patch 1809815 . I wasn't using any billboards for my tree ...
by pc0de
Mon Sep 06, 2010 9:24 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

problem was just that you can't have 2 different UV-Coordinates on 2 different UV layers Hmm, both Blender & Irrlicht support multiple UV layers (Irrlicht supports 2 per material). The separate UV layers are required for Irrlicht's Lightmap, NormalMap, and several other materials. Have a look a...
by pc0de
Sat Sep 04, 2010 4:30 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

I hope you had a good vacation - email/pm me one of your irrb.log files. This file is located in the scene output directory and is generated when you run the irrb exporter.
by pc0de
Wed Sep 01, 2010 3:50 pm
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 407
Views: 139852

CMountPointReader is broken in trunk (r3382). The addition of "Auto incrementing SFileListEntry.ID" (r3336) in CFileList::addItem() appears to be the problem. CMountPointReader expects ID to be a unique index into "CMountPointReader::RealFileNames". The first entry added to RealF...
by pc0de
Tue Aug 24, 2010 1:35 pm
Forum: Project Announcements
Topic: Planet Wars - interactive control
Replies: 12
Views: 4181

"My dad wrote me a video game for my birthday" - it doesn't get any cooler than that. Oh wait, it does - "he also built me a spaceship with a cannon" - unbelievable.

Well done pilesofspam.
by pc0de
Fri Aug 20, 2010 1:53 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164995

Hello RobbyRob. First, try entering "echo $IMESHCVT" in a terminal. If the output isn't "/home/robert/.blender/scripts/blender/imeshcvt" then environment variable isn't being persisted. If the output is such that the environment variable is properly set, try running imeshcvt in a...
by pc0de
Tue Aug 17, 2010 1:23 pm
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 206151

Good work Lonesome Ducky and thanks for doing this!
by pc0de
Sun Aug 15, 2010 8:26 pm
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 9836

A quick glance at the obj mesh loader (COBJMeshFileLoader.cpp) shows that it currently doesn't support dynamic mesh buffers (32 bit indexes). So after you've executed: IAnimatedMesh* mesh = smgr->getMesh("media/cityModel.obj"); index/vertex data has already been lost. You can either patch ...