Search found 5 matches

by barebones
Thu Apr 17, 2008 5:16 pm
Forum: Beginners Help
Topic: Custom SceneNode with collision
Replies: 2
Views: 313

Custom SceneNode with collision

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.
by barebones
Fri Mar 28, 2008 9:19 am
Forum: Open Discussion and Dev Announcements
Topic: Suggestion regarding #pragma comment libs
Replies: 8
Views: 1906

Oh, it was my understanding (I might be wrong) that the lib that accompanies any dll had the following form:
a) Initialization code (called just once), looking like:
LoadLibrary ("blah.dll");
p_routine1 = GetProcAddress (...);
p_routine2 = GetProcAddress (...);
p_routine3 = GetProcAddress (...);
b ...
by barebones
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 ...
by barebones
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 ...
by barebones
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 ...