hi Cobra,
thank you , it runs very well now. nice work for the CC ~
Search found 43 matches
- Wed Dec 28, 2011 2:48 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162601
- Tue Dec 20, 2011 1:14 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162601
Re: irrBullet 0.1.71 - Bullet physics wrapper
thanks, I can complie the lib now, but when i compile the example Character, it shows the error of "character->setWalkDirection(direction*0.3f);" , the setWalkDirection method is not a member of IKinematicCharacterController.
- Mon Dec 19, 2011 10:43 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162601
Re: irrBullet 0.1.71 - Bullet physics wrapper
thanks for your promot reply~ yes, I just used the irrbullet SVN to compile, but it said the file "kinematiccharactercontroller.h" missing.
- Sun Dec 18, 2011 6:43 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162601
Re: irrBullet 0.1.71 - Bullet physics wrapper
hello, I try to compile irrbullet with VS2010, but I got only 1 error" cannot find include file" kinematiccharactercontroller.h". I search irrbullet directory, there is no this file. Anyone can help?
- Tue Jun 14, 2011 8:00 am
- Forum: Project Announcements
- Topic: Global Illumination creator for Static Meshes
- Replies: 24
- Views: 7302
This static ambient occlusion is impressive based on TV3D, it's a good solution for GI. I really want to try move it to irrlicht, but I'm not quite understand the algorithm or VB.net(the sample). It use both raytracer and hemicube two solution to calculate and save the info into the model. And on my...
- Wed Jun 08, 2011 9:31 am
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 164718
When I compiled Tubras project, I get below errors, it seems there should be some slight modification on irrlicht engine? 1>TGUIAnimation.cpp 1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(199) : error C2039: “getAnimationIndex”: is not a mamber of “irr::scene::IAnimatedMesh” 1>f:\engine\irrlicht...
- Tue May 31, 2011 3:51 am
- Forum: Beginners Help
- Topic: Need NormalMap-Shader with unlimited lights!
- Replies: 7
- Views: 590
- Tue May 24, 2011 1:51 pm
- Forum: Project Announcements
- Topic: irrCg v0.8 (Initial) - CgFX (Texture States, MultiPass etc.)
- Replies: 227
- Views: 110573
- Fri Dec 25, 2009 5:17 pm
- Forum: Code Snippets
- Topic: Blinn-Phong shader in irrlicht easy to use
- Replies: 0
- Views: 1367
Blinn-Phong shader in irrlicht easy to use
I think some people already made it, however, i will post it for the people who is looking for it. the shader is based on TV3D wiki Zakfein's Introduction, with slight modification. download link as below, hope someone can make the effect like WOW terrain lighting shader. http://rapidshare.com/files...
- Wed Dec 09, 2009 6:46 am
- Forum: Beginners Help
- Topic: character sink into the terrain with irrnewt
- Replies: 0
- Views: 373
character sink into the terrain with irrnewt
Hi all, I'm using irrnewt for my MMORPG physic, i apply body correctly. but often, the character is sink into the terrain surface. Is any bug on the createbody for terrain? or any solution to solve it?
- Sun Nov 15, 2009 2:11 pm
- Forum: Beginners Help
- Topic: can not show Chinese Font created by font tool
- Replies: 0
- Views: 468
can not show Chinese Font created by font tool
I've try use font tool to create Chinese font with png bipmap fonts. I use 10px, chinese simplified, gb2312(there are so many _gb2312 options repeated in the combo box and also"@_gb2312"), 128,128,png. After I tested ,so many characters can not show. anything wrong with my config or the fo...
- Sun Nov 15, 2009 12:11 pm
- Forum: Project Announcements
- Topic: MultiByte Language support pack for Irrlicht
- Replies: 62
- Views: 68742
- Mon Oct 26, 2009 5:15 am
- Forum: Project Announcements
- Topic: Bullet Physics Animator (update 24/01/2010)
- Replies: 20
- Views: 16457
- Thu Oct 22, 2009 7:55 am
- Forum: Project Announcements
- Topic: MultiByte Language support pack for Irrlicht
- Replies: 62
- Views: 68742
- Fri Oct 16, 2009 12:59 am
- Forum: Open Discussion and Dev Announcements
- Topic: B3d format and animation
- Replies: 44
- Views: 10098
Yesterday, i test a character with a sword attached on hand. i use mode-joint, and the sword attached correctly, I analysis the sword mesh in a model viewer, i found the sword has a joint at the handle of the sword. So it seems, when add child ,it will attach to the joint automatically? but if we at...