Search found 23 matches

by BrianATSI
Fri Jul 26, 2013 7:23 pm
Forum: Bug reports
Topic: CAnimatedMeshSceneNode + attached scene nodes drag
Replies: 1
Views: 719

Re: CAnimatedMeshSceneNode + attached scene nodes drag

Also to note, the OnAnimate for the CBoneSceneNode is overridden and the updateAbsolutePosition is currently commented out. This makes it impossible to have position up-to-date for child nodes because the joint is always one frame behind on updating it's position inside OnAnimate from inside the CAn...
by BrianATSI
Thu Jul 25, 2013 6:34 am
Forum: Bug reports
Topic: CAnimatedMeshSceneNode + attached scene nodes drag
Replies: 1
Views: 719

CAnimatedMeshSceneNode + attached scene nodes drag

In Irrlicht 1.8, If I attach scene nodes to an CAnimatedMeshSceneNode joint and move the scene around, the attached scene nodes seem to look like they drag behind. I traced the issue to the OnAnimate( ) function. When OnAnimate is called... it calls getMeshForCurrentFrame() and inside that function ...
by BrianATSI
Mon Nov 12, 2012 4:15 am
Forum: Bug reports
Topic: I lost AntiAlias in 1.8
Replies: 6
Views: 1187

Re: I lost AntiAlias in 1.8

The Irrlicht creation params just take a number of the samples used for anti-aliasing. The enum is for the materials, which can enable or disable AA per scene node. Yeah that's what I was setting. AA is just weird for me in OGL, I seemed to remember having issues finding the right settings in the p...
by BrianATSI
Sun Nov 11, 2012 4:33 pm
Forum: Bug reports
Topic: I lost AntiAlias in 1.8
Replies: 6
Views: 1187

Re: I lost AntiAlias in 1.8

Mel wrote:i never got antialiasing working with GL
Ah, yes, I tried D3D9 and it renders with anti-aliasing. So it's an OpenGL thing. :?
by BrianATSI
Sun Nov 11, 2012 3:39 pm
Forum: Bug reports
Topic: I lost AntiAlias in 1.8
Replies: 6
Views: 1187

Re: I lost AntiAlias in 1.8

From the snippet below I thought that SIrrlichtCreationParameters::AntiAlias variable was to set the power of the anti-alias.. or the multisample power.         //! Specifies if the device should use fullscreen anti aliasing         /** Makes sharp/pixelated edges softer, but requires more         p...
by BrianATSI
Sun Nov 11, 2012 2:55 am
Forum: Bug reports
Topic: I lost AntiAlias in 1.8
Replies: 6
Views: 1187

I lost AntiAlias in 1.8

        SIrrlichtCreationParameters         irrparams;         irrparams.DriverType =              FDriverType;         irrparams.Bits =                    32;         irrparams.Fullscreen =              true;         irrparams.Stencilbuffer =           FShadows;         irrparams.Vsync =          ...
by BrianATSI
Tue Feb 15, 2011 5:28 pm
Forum: Beginners Help
Topic: delete scene node
Replies: 4
Views: 3060

cube->remove();

... should do the trick most of the time
by BrianATSI
Sun Jan 23, 2011 6:05 am
Forum: Competition Time!
Topic: Screenshot of the Month February 2011 [Winner announced!]
Replies: 30
Views: 14028

VSpace - San Francisco Intl Airport Night Scene 120 degree view
Image
click the image to enlarge
by BrianATSI
Sat May 22, 2010 9:10 pm
Forum: Beginners Help
Topic: Changing model during run time?
Replies: 17
Views: 950

No, the mesh cache can also contain other types of animated meshes. I guess that this wrong usage anyway, trying to remove a mesh from the mesh cache but actually using the pointer to animMesh->getMesh(0) rather than the original animated mesh pointer. Perhaps not a bug after all, maybe a doc updat...
by BrianATSI
Sat May 22, 2010 8:24 pm
Forum: Beginners Help
Topic: Changing model during run time?
Replies: 17
Views: 950

Sounds like you've found a bug, removing the mesh should work. We only added removeUnusedMeshes for people who have a huge scene and wanted to clear down their cache (it removes all meshes with a reference count of 1, ie, those which belong only to the mesh cache). If the size of the mesh cache doe...
by BrianATSI
Wed May 19, 2010 3:39 pm
Forum: Beginners Help
Topic: Lighting Problem
Replies: 2
Views: 219

Interestingly enough, when I switch to D3D9 I get the opposite effect. Instead of over lit it's under lit, like almost completely black on any mesh that has lighting enabled.
by BrianATSI
Wed May 19, 2010 3:24 pm
Forum: Beginners Help
Topic: Lighting Problem
Replies: 2
Views: 219

Lighting Problem

This might be a pretty easy fix but I'm not sure what I'm doing wrong. When I run my 3D code from a box with an NVidia GForce card the lighting looks nice. When I load the same code from an ATI card the lighting looks horrible and over lit like the attenuation was jacked with. Anyone else ever have ...
by BrianATSI
Fri May 14, 2010 10:17 pm
Forum: Advanced Help
Topic: Another archive question
Replies: 4
Views: 726

It looks like for now the changeWorkingDirectoryTo(...) function only applies to FILESYSTEM_NATIVE, in the function it checks which filesystem is active but when a file is attempted to be opened in an archive the working directory is never applied to it. So I would have to go through all my meshes a...
by BrianATSI
Fri May 14, 2010 7:32 pm
Forum: Advanced Help
Topic: Another archive question
Replies: 4
Views: 726

I forgot to mention... this code includes support if the model is in a native directory as well. That is why there are so many calls to setting the working directory. Also, if I specify the entire VIRTUAL path of the model, the images don't load because the images in the mesh don't have relative pat...
by BrianATSI
Fri May 14, 2010 7:24 pm
Forum: Advanced Help
Topic: Another archive question
Replies: 4
Views: 726

Another archive question

I am trying to load a mesh from a ZIP archive. It seems that the archive code doesn't apply the VIRTUAL working directory when searching for the file in the archive. In the archive it's "media/modelname/model.x" and the images are in the same directory. When I debug I never see the VIRTUAL...