Search found 291 matches
- Wed Aug 03, 2011 4:13 pm
- Forum: Advanced Help
- Topic: Distance to bounding box
- Replies: 2
- Views: 1144
Re: Distance to bounding box
I don't think I found an easy way to do this. One way you will probably be able to use is to get a vector to the center of the bounding box. Then reverse the vector and normalize it. Then you can multiply this new vector by the boundingBox.getExtent()/2 to get to the edge of the bounding box in that...
- Wed Aug 03, 2011 3:58 pm
- Forum: Beginners Help
- Topic: Terrain scale
- Replies: 3
- Views: 147
Re: Terrain scale
are you referencing this against anything? if you just change the size you won't notice a difference unless there is another static object you can compare it to. Try placing a cube or something in the scene so you can tell where the end of the terrain is compared to that.
- Wed Aug 03, 2011 3:00 am
- Forum: Beginners Help
- Topic: IFileSystem questions, ISceneManager::getMesh() fails
- Replies: 21
- Views: 691
Re: IFileSystem questions, ISceneManager::getMesh() fails
could it be you don't have permission? try doing it to /home/yourUsername/resource that way you should have permissions and can make sure. That or run as sudo but that could be a bad idea.
- Tue Aug 02, 2011 3:53 pm
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 1988
Re: How to load textures faster?
you can create a texture from the image though can you not? makes it so the texture is loaded in the main thread by doesn't need to read from the hard disk only memory.
- Tue Aug 02, 2011 3:48 pm
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 1988
Re: How to load textures faster?
you can thread your program to preload the textures, if you have a menu or something to begin with then it will work well. just load all the image files into memory or an IIMage then get the data back to the main thread and load them in as textures. This will make it so you don't have to load them a...
- Tue Aug 02, 2011 3:43 pm
- Forum: Beginners Help
- Topic: IGUIElement::setUserData() and the like not in 1.7.2
- Replies: 8
- Views: 299
Re: IGUIElement::setUserData() and the like not in 1.7.2
Yeah, you would need to add your element. casting from a base class to derived class is a very bad thing ;) Only do that when you know the base class is from a derived class. Otherwise you corrupt memory by accessing something that isn't really there or used by something else. Doing that will help y...
- Tue Aug 02, 2011 12:02 am
- Forum: Beginners Help
- Topic: IGUIElement::setUserData() and the like not in 1.7.2
- Replies: 8
- Views: 299
Re: IGUIElement::setUserData() and the like not in 1.7.2
It would be a minor change because its only two functions and one variable. Hmmm... I am not sure if you can accomplish this through inheritance but it could be possible. (either inherit each class you use and add the function yourself through that) I don't think you would be able to inherit the IGU...
- Mon Aug 01, 2011 2:57 pm
- Forum: Beginners Help
- Topic: IGUIElement::setUserData() and the like not in 1.7.2
- Replies: 8
- Views: 299
Re: IGUIElement::setUserData() and the like not in 1.7.2
You could edit irrlicht source and add it in if you would like, not a very hard thing to create.
- Mon Aug 01, 2011 5:18 am
- Forum: Beginners Help
- Topic: VS C++ 2010 express warning error
- Replies: 6
- Views: 267
Re: VS C++ 2010 express warning error
not sure, I use the same program and have had no trouble with that. Go to file -> advanced save options -> encoding: unicode. and of course save the file afterwards
- Mon Aug 01, 2011 1:14 am
- Forum: Beginners Help
- Topic: ITexture, IImage, heightmap and Texture
- Replies: 10
- Views: 2153
Re: ITexture, IImage, heightmap and Texture
cout<<"create image"<<endl; //make image, you make this yourself already I am just loading one from a file to save time video::IImage* heightMapImage=driver->createImageFromFile("../../media/terrain-heightmap.bmp"); //get file system from irrlicht io::IFileSystem...
- Mon Aug 01, 2011 12:43 am
- Forum: Beginners Help
- Topic: ITexture, IImage, heightmap and Texture
- Replies: 10
- Views: 2153
Re: ITexture, IImage, heightmap and Texture
for a slow workaround you can save the image to a temp file and then load using that file ;) Looking through my old code where I did something similar for a better way to do things. EDIT: Try this, create an IImage then call driver->addTexture (const io::path &name, IImage *image, void *mipmapDa...
- Sun Jul 31, 2011 5:38 pm
- Forum: Advanced Help
- Topic: Custom Terrain Vertices and Selector
- Replies: 7
- Views: 1056
Re: Custom Terrain Vertices and Selector
Yes this is a new post. I have a work around so figured I may as well make a new one instead of making my fourth edit. Anyway this is how I solved the problem. Use node->getMesh()->getMeshBuffer(0) instead of node->getRenderBuffer(). The render buffer gets its data from the mesh's meshbuffer so alte...
- Sun Jul 31, 2011 4:08 pm
- Forum: Advanced Help
- Topic: Custom Terrain Vertices and Selector
- Replies: 7
- Views: 1056
Re: Custom Terrain Vertices and Selector
Oh yeah, that problem... I still get in occasionally and in the past I needed to recreate the bounding box for the changed meshes, I believe culling or something is done with the bounding boxes and having a bad one will cause that... Testing now. Darn I was already doing that... Guess it was with my...
- Sun Jul 31, 2011 5:24 am
- Forum: Advanced Help
- Topic: Custom Terrain Vertices and Selector
- Replies: 7
- Views: 1056
Re: Custom Terrain Vertices and Selector
hmmm, interesting. So you have visual holes? Is it a single terrain scene node? And all you do is edit the height? Can you post the code for that part?
- Sun Jul 31, 2011 4:22 am
- Forum: Advanced Help
- Topic: Custom Terrain Vertices and Selector
- Replies: 7
- Views: 1056
Re: Custom Terrain Vertices and Selector
How are you creating the triangle selector? I do this using nvidia physx and alter height in real time so I have quite a bit of experience with this besides the triangle selector part. I will read how they are created. It could be the data is int based for terrains as the normal heightmaps are int b...