Try it with a texture that is not a solid color. When it is selected, no lighting is calculated (as part of the tutorial), so you won't see any depth.
EDIT: I just tested this and was able to reproduce exactly the phenomenon you described.
Search found 16 matches
- Mon Dec 24, 2007 7:50 am
- Forum: Beginners Help
- Topic: Only getting Grey models from MakeHuman
- Replies: 11
- Views: 1151
- Mon Dec 24, 2007 7:34 am
- Forum: Beginners Help
- Topic: Only getting Grey models from MakeHuman
- Replies: 11
- Views: 1151
I just went through this myself. Try adding
Make sure you apply the material before calling this.
Code: Select all
node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); - Mon Dec 24, 2007 2:34 am
- Forum: Beginners Help
- Topic: Irritant question... but i realy wanna know
- Replies: 5
- Views: 572
- Mon Dec 24, 2007 2:32 am
- Forum: Beginners Help
- Topic: has no member...
- Replies: 2
- Views: 593
- Mon Dec 24, 2007 2:13 am
- Forum: Beginners Help
- Topic: Distance from ground?
- Replies: 5
- Views: 912
- Sun Dec 23, 2007 12:28 am
- Forum: Beginners Help
- Topic: Distance from ground?
- Replies: 5
- Views: 912
Here's an idea
I'm not familiar enough with the Irrlicht API to write the actual code, but hopefully you can get the idea from this pseudocode:
//Create a line going straight down from the camera
line.start = line.end = camera->getPosition();
line.end.y -= MAX_CONCEIVABLE_DISTANCE_FROM_GROUND;
//See where it ...
//Create a line going straight down from the camera
line.start = line.end = camera->getPosition();
line.end.y -= MAX_CONCEIVABLE_DISTANCE_FROM_GROUND;
//See where it ...
- Sat Dec 22, 2007 11:25 am
- Forum: Beginners Help
- Topic: Keyboard input
- Replies: 7
- Views: 920
- Fri Dec 21, 2007 10:22 am
- Forum: Beginners Help
- Topic: Confused about the use of "Drop" in Collision tuto
- Replies: 2
- Views: 387
Confused about the use of "Drop" in Collision tuto
First the selector is initialized:
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1350,-130,-1400));
selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
}
Then it is ...
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1350,-130,-1400));
selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
}
Then it is ...
- Fri Dec 21, 2007 8:30 am
- Forum: Beginners Help
- Topic: Some C++ Class questions...
- Replies: 32
- Views: 3756
- Fri Dec 21, 2007 7:16 am
- Forum: Beginners Help
- Topic: help please, saying pointer is undeclared when it was!!??
- Replies: 1
- Views: 320
- Thu Dec 20, 2007 8:22 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: bullet irrlicht demo
- Replies: 33
- Views: 35531
Get this put on the tutorial page!
This should be on the tutorial page because there are samples for other physics engines but I didn't see one for Bullet.
- Thu Dec 20, 2007 4:30 am
- Forum: Beginners Help
- Topic: about fps camera
- Replies: 13
- Views: 1402
- Sat Dec 15, 2007 2:20 am
- Forum: Beginners Help
- Topic: question about level creation
- Replies: 7
- Views: 885
- Fri Dec 14, 2007 11:38 pm
- Forum: Beginners Help
- Topic: Some C++ Class questions...
- Replies: 32
- Views: 3756
Do a search for "Singelton pattern". Basically, you will probably only ever want one instance of your gamedata and can guarantee this programatically and not worry about when it is instantiated.
Basically, you'll want a public static Instance() function and a private static pointer to the instance ...
Basically, you'll want a public static Instance() function and a private static pointer to the instance ...
- Mon Dec 10, 2007 3:07 pm
- Forum: Code Snippets
- Topic: (C++) WoW style custom controls with camera and more
- Replies: 36
- Views: 29036