Search found 23 matches
- Fri Jul 26, 2013 7:23 pm
- Forum: Bug reports
- Topic: CAnimatedMeshSceneNode + attached scene nodes drag
- Replies: 1
- Views: 735
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...
- Thu Jul 25, 2013 6:34 am
- Forum: Bug reports
- Topic: CAnimatedMeshSceneNode + attached scene nodes drag
- Replies: 1
- Views: 735
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 ...
- Mon Nov 12, 2012 4:15 am
- Forum: Bug reports
- Topic: I lost AntiAlias in 1.8
- Replies: 6
- Views: 1271
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...
- Sun Nov 11, 2012 4:33 pm
- Forum: Bug reports
- Topic: I lost AntiAlias in 1.8
- Replies: 6
- Views: 1271
Re: I lost AntiAlias in 1.8
Ah, yes, I tried D3D9 and it renders with anti-aliasing. So it's an OpenGL thing.Mel wrote:i never got antialiasing working with GL
- Sun Nov 11, 2012 3:39 pm
- Forum: Bug reports
- Topic: I lost AntiAlias in 1.8
- Replies: 6
- Views: 1271
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...
- Sun Nov 11, 2012 2:55 am
- Forum: Bug reports
- Topic: I lost AntiAlias in 1.8
- Replies: 6
- Views: 1271
I lost AntiAlias in 1.8
SIrrlichtCreationParameters irrparams; irrparams.DriverType = FDriverType; irrparams.Bits = 32; irrparams.Fullscreen = true; irrparams.Stencilbuffer = FShadows; irrparams.Vsync = ...
- Tue Feb 15, 2011 5:28 pm
- Forum: Beginners Help
- Topic: delete scene node
- Replies: 4
- Views: 3109
- Sun Jan 23, 2011 6:05 am
- Forum: Competition Time!
- Topic: Screenshot of the Month February 2011 [Winner announced!]
- Replies: 30
- Views: 14318
VSpace - San Francisco Intl Airport Night Scene 120 degree view
click the image to enlarge
click the image to enlarge
- Sat May 22, 2010 9:10 pm
- Forum: Beginners Help
- Topic: Changing model during run time?
- Replies: 17
- Views: 1161
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...
- Sat May 22, 2010 8:24 pm
- Forum: Beginners Help
- Topic: Changing model during run time?
- Replies: 17
- Views: 1161
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...
- Wed May 19, 2010 3:39 pm
- Forum: Beginners Help
- Topic: Lighting Problem
- Replies: 2
- Views: 252
- Wed May 19, 2010 3:24 pm
- Forum: Beginners Help
- Topic: Lighting Problem
- Replies: 2
- Views: 252
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 ...
- Fri May 14, 2010 10:17 pm
- Forum: Advanced Help
- Topic: Another archive question
- Replies: 4
- Views: 784
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...
- Fri May 14, 2010 7:32 pm
- Forum: Advanced Help
- Topic: Another archive question
- Replies: 4
- Views: 784
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...
- Fri May 14, 2010 7:24 pm
- Forum: Advanced Help
- Topic: Another archive question
- Replies: 4
- Views: 784
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...