Hi, a little n00b question,
how do I add collision detection support to a custom SceneNode? Which interface(s) does the node need to implement? (The node contains a good number of triangles already organized in a tree.)
Thanks.
Search found 5 matches
- Thu Apr 17, 2008 5:16 pm
- Forum: Beginners Help
- Topic: Custom SceneNode with collision
- Replies: 2
- Views: 313
- Fri Mar 28, 2008 9:19 am
- Forum: Open Discussion and Dev Announcements
- Topic: Suggestion regarding #pragma comment libs
- Replies: 8
- Views: 1906
- Wed Mar 26, 2008 5:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suggestion regarding #pragma comment libs
- Replies: 8
- Views: 1906
What I mean is that it would be nice if it is the player who decides to use DX8, DX9 or OpenGL, depending on what works on her machine. Currently you have to, either deliver a game that only works on one platform, or deliver a game with installation requirements for all platforms at once with no ...
- Wed Mar 26, 2008 5:05 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suggestion regarding #pragma comment libs
- Replies: 8
- Views: 1906
Suggestion regarding #pragma comment libs
Hello,
currently the Irrlicht sources have embedded #pragma lib comments. This (I believe) makes the Irrlicht.dll link with static libs (which typically would contain a LoadLibrary call, plus calls to some DLL).
The end result is that the final target machine needs to be prepared for *all* of DX8 ...
currently the Irrlicht sources have embedded #pragma lib comments. This (I believe) makes the Irrlicht.dll link with static libs (which typically would contain a LoadLibrary call, plus calls to some DLL).
The end result is that the final target machine needs to be prepared for *all* of DX8 ...
- Sun Mar 23, 2008 4:24 pm
- Forum: Advanced Help
- Topic: drawIndexedTriangleList with no texture
- Replies: 1
- Views: 312
drawIndexedTriangleList with no texture
Hello,
I'm interested in drawing gouraud-shaded triangles (lots of them) in a custom SceneNode, using only the vertex colors + normals and lighting, with no texture. Where do I turn texturing off?
I am using drawIndexedTriangleList, with a SMaterial structure with type EMT_SOLID, and setTexture (0 ...
I'm interested in drawing gouraud-shaded triangles (lots of them) in a custom SceneNode, using only the vertex colors + normals and lighting, with no texture. Where do I turn texturing off?
I am using drawIndexedTriangleList, with a SMaterial structure with type EMT_SOLID, and setTexture (0 ...