Search found 758 matches
- Fri Oct 14, 2011 12:39 pm
- Forum: Advanced Help
- Topic: "Halo" around transparent PNG texture
- Replies: 11
- Views: 5732
Re: "Halo" around transparent PNG texture
The real problem with .TGA comes from its huge size. And an alpha channel`d .TGA is even bigger.
- Thu Oct 13, 2011 6:53 pm
- Forum: Off-topic
- Topic: RIP Dennis Ritchie
- Replies: 4
- Views: 912
Re: RIP Dennis Ritchie
May him rest in peace...
- Thu Oct 13, 2011 6:03 pm
- Forum: Beginners Help
- Topic: Milkshape3d models how to seperate animations
- Replies: 4
- Views: 210
Re: Milkshape3d models how to seperate animations
It`s supposed that the IAnimatedMeshSceneNode is a MeshSceneNode, which holds a... Mesh?! Well, ok, not a mesh. A model. that frame 0-15 is the stand animation and 16-30 is the walking animation. myCharacterNode->setFrameLoop(0, 15); // will make him stand myCharacterNode->setFrameLoop(16, 30); // w...
- Thu Oct 13, 2011 5:52 pm
- Forum: Beginners Help
- Topic: Milkshape3d models how to seperate animations
- Replies: 4
- Views: 210
Re: Milkshape3d models how to seperate animations
Code: Select all
//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
- Wed Oct 12, 2011 6:21 pm
- Forum: Beginners Help
- Topic: OBJ bump map = blue textures?
- Replies: 9
- Views: 1287
Re: OBJ bump map = blue textures?
Let`s say you have "N" count materials in your model. If its made of different meshbuffers, each of them points to different material in the [0, N] interval. Then, in each material you have some texture layers. So, for example for material "i" you`ll have sth like: node->getMater...
- Wed Oct 12, 2011 11:04 am
- Forum: Project Announcements
- Topic: Decal System / Manager
- Replies: 31
- Views: 207270
Re: Decal System / Manager
Looks like your build is libgcc.dll dependent. Despite that the code looks very clean and well organised. Well, maybe except for the java brackets. But very nice overall. Will take a look at the actual methods you use when I find some time. Thanks for sharing. :wink: PS: Triangle clipping is a bit t...
- Wed Oct 12, 2011 7:56 am
- Forum: Beginners Help
- Topic: OBJ bump map = blue textures?
- Replies: 9
- Views: 1287
Re: OBJ bump map = blue textures?
Umm... 1) Do you apply some of the Irrlicht material types that use normalmap? (like for ex. similar to the one in 11.PerPixelLighting.exe example) 2) Are you using some shader? After you do one of the above you gotta have some light correctly set up. This ain`t an artists` community, neither a seer...
- Tue Oct 11, 2011 6:34 pm
- Forum: Beginners Help
- Topic: How to turn character in the direction of the mouse?
- Replies: 3
- Views: 374
Re: How to turn character in the direction of the mouse?
You can try the core::vector::getHorizontalAngle() function. There`s even a small example in its description. Here`s a copy: //! Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector. /** Thanks to Arras on the Irrlicht foru...
- Sun Oct 09, 2011 1:33 pm
- Forum: Beginners Help
- Topic: Collision Response Help
- Replies: 5
- Views: 297
Re: Collision Response Help
That`s right. So the code should be sth like: if (cube1 && camBox.intersectsWithBox(cube1->getTransformedBoundingBox())) { smgr->addToDeletionQueue(cube1); cube1 = NULL; } But it is assumed that one has some basic idea of programming. As there`re many possible combinations of solutio...
- Sun Oct 09, 2011 11:52 am
- Forum: Beginners Help
- Topic: Collision Response Help
- Replies: 5
- Views: 297
Re: Collision Response Help
http://irrlicht.sourceforge.net/forum/v ... =1&t=44936 to make it invisible. If you want to delete it, use the smgr->addToDeletionQueue(node); or node->remove(); etc.
- Fri Oct 07, 2011 2:23 pm
- Forum: Beginners Help
- Topic: [SOLVED]intersectsWith strange behaviour
- Replies: 2
- Views: 290
Re: intersectsWith strange behaviour
My assumption is that the camera doesn`t have any bbox? If you need to check against some bbox around the camera origin you can do sth like: f32 camHalfsize = 1.0f; // how big?! core::vector3df camExtent(camHalfsize); core::vector3df camPos(camera->getAbsolutePosition()); core::aabbox3df camBox; /...
- Sat Oct 01, 2011 5:04 pm
- Forum: Off-topic
- Topic: [SOLVED] Irrlicht Bink Shader
- Replies: 10
- Views: 1904
Re: [SOLVED] Irrlicht Bink Shader
"May the Lord bless the lazy ones feeding us poor programmers. Amen."
- Sat Oct 01, 2011 10:51 am
- Forum: Advanced Help
- Topic: [Solved] Need help to port OpenGL drawing to Irrlicht
- Replies: 12
- Views: 1080
Re: Need help to port OpenGL drawing to Irrlicht
No, it`s ok now. You simply rotate your mesh buffer at init time via the manipulator on +-90 degrees on some of the axes to get the correct orientation for the cylinder and you should be fine.
- Sat Oct 01, 2011 10:45 am
- Forum: Everything 2d/3d Graphics
- Topic: Concept Art / Visual Concept Dev.
- Replies: 3
- Views: 2169
Re: Concept Art / Visual Concept Dev.
It`s sweet, but you can do better I`m sure. When you work on sth, you usually start with the basic stuff, then add detail. Don`t be scared to use reference material, especially for things you cannot imagine very good. The baloon is usually very big compared to the basket. For a game you can ignore s...
- Fri Sep 30, 2011 9:30 pm
- Forum: Beginners Help
- Topic: Game Developing?
- Replies: 4
- Views: 288
Re: Game Developing?
1) If you don`t have even basic idea how things could be done you cannot even work on the game outline, because you won`t know which part of your idea should be possible and which won`t. And if you develop the idea further, you`ll just waste your time. 2) You`ll still need to offer/do sth in order t...