Search found 28 matches
- Mon Mar 15, 2010 7:00 am
- Forum: Beginners Help
- Topic: Strange problem for RTT...
- Replies: 2
- Views: 282
- Mon Mar 15, 2010 6:51 am
- Forum: Beginners Help
- Topic: How to use SMesh to draw non-indexed primitives effectively
- Replies: 1
- Views: 307
How to use SMesh to draw non-indexed primitives effectively
I have a big terrain that represented by a TIN (triangulate irregular network) and many contour lines. I currently using a SMesh to contain TIN as indexed triangles, and using another SMesh to contain contour lines as indexed line-strips. when rendering, the contour lines always shows above TIN ...
- Mon Mar 15, 2010 6:36 am
- Forum: Beginners Help
- Topic: Strange problem for RTT...
- Replies: 2
- Views: 282
Strange problem for RTT...
I have created a Render To Texture used for render a fixed camera's view into it. In render loop, every time I call makeColorKeyTexture() to make background color of RTT to transparent,then call draw2DImage() to paste RTT onto screen. But I have a strange problem: if I call makeColorKeyTexture() in ...
- Sat Mar 13, 2010 2:40 pm
- Forum: Advanced Help
- Topic: How to make background transparent?
- Replies: 0
- Views: 746
How to make background transparent?
I have a big terrain that made up into many triangles, and have a FPS camera used for walk into terrain, and have another camera fixed above terrain used for RTT(render to texture). the RTT has been pasted into screen.
I want to RTT's background is full transparent, so using:
video::IVideoDriver ...
I want to RTT's background is full transparent, so using:
video::IVideoDriver ...
- Fri Nov 20, 2009 9:02 am
- Forum: Beginners Help
- Topic: how to fly camera follow spline?
- Replies: 4
- Views: 1599
- Thu Nov 19, 2009 8:38 am
- Forum: Beginners Help
- Topic: how to fly camera follow spline?
- Replies: 4
- Views: 1599
- Thu Nov 19, 2009 6:32 am
- Forum: Beginners Help
- Topic: how to fly camera follow spline?
- Replies: 4
- Views: 1599
how to fly camera follow spline?
I have many points that served as a track, and I want fly camera follow this track with optional offset, and require camera's direction always toward the front (the track point's tangent direction).
currently, I use ISceneManager::createFollowSplineAnimator(), that can control camera follow track ...
currently, I use ISceneManager::createFollowSplineAnimator(), that can control camera follow track ...
- Wed Nov 18, 2009 8:28 am
- Forum: Beginners Help
- Topic: how to get aabbox for a given node?
- Replies: 1
- Views: 346
how to get aabbox for a given node?
I have a empty node, and have many animationed mesh nodes include in it, but when I call getBounds(), it always return unit aabbox, not include any child's aabbox.
So, have any functions can get a node's aabbox (include all child's)?
thank you.
So, have any functions can get a node's aabbox (include all child's)?
thank you.
- Sun Nov 15, 2009 3:16 am
- Forum: Beginners Help
- Topic: texture wrap mode and texture direction
- Replies: 2
- Views: 440
- Sat Nov 14, 2009 5:49 pm
- Forum: Beginners Help
- Topic: texture wrap mode and texture direction
- Replies: 2
- Views: 440
texture wrap mode and texture direction
1. For texture mode:
For a material layer, I want to set texture wrap mode in u and v direction with different values, how to do? currently, seems must set to same value, because no method to specify which direction should be changed.
2. For texture direction:
In OpenGL, if I set a rectangle's ...
For a material layer, I want to set texture wrap mode in u and v direction with different values, how to do? currently, seems must set to same value, because no method to specify which direction should be changed.
2. For texture direction:
In OpenGL, if I set a rectangle's ...
- Mon Mar 16, 2009 2:37 am
- Forum: Bug reports
- Topic: [fixed] error in IrrCompileConfig.h...
- Replies: 1
- Views: 591
[fixed] error in IrrCompileConfig.h...
In lastest svn version of Irrlicht engine, the IrrCompileConfig.h:
#if defined(_MSC_VER) && (_MSC_VER < 1400)
# error "Only Microsoft Visual Studio 7.0 and later are supported."
#endif
should change to:
#if defined(_MSC_VER) && (_MSC_VER < 1300)
# error "Only Microsoft Visual Studio 7.0 and ...
#if defined(_MSC_VER) && (_MSC_VER < 1400)
# error "Only Microsoft Visual Studio 7.0 and later are supported."
#endif
should change to:
#if defined(_MSC_VER) && (_MSC_VER < 1300)
# error "Only Microsoft Visual Studio 7.0 and ...
- Tue Mar 03, 2009 3:42 am
- Forum: Bug reports
- Topic: three problems for 1.5...
- Replies: 1
- Views: 663
three problems for 1.5...
1. IMeshManipulator does not support mesh that using 32-bit index, so, for dynamic mesh with 32-bit index, IMeshManipulator will almost crashed.
2. the skybox and skydome node using same node-type-flag, so when the scene save and reload, the skydome will become skybox. Also, skybox and skydome node ...
2. the skybox and skydome node using same node-type-flag, so when the scene save and reload, the skydome will become skybox. Also, skybox and skydome node ...
- Fri Feb 27, 2009 9:41 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.3 - Nvidia Physx 2.8.1 wrapper
- Replies: 51
- Views: 28173
- Fri Feb 27, 2009 2:18 am
- Forum: Advanced Help
- Topic: how to load saved scene effective?
- Replies: 1
- Views: 426
how to load saved scene effective?
when I load a saved scene, the FPS camera missing origin settings for animator, the skydome missing it's mesh and just hang on the space.
Now, for FPS camera, I can set my scene::ISceneUserDataSerializer pointer to save and reload extra parameters, and set it to animator.
But for skydome, I must ...
Now, for FPS camera, I can set my scene::ISceneUserDataSerializer pointer to save and reload extra parameters, and set it to animator.
But for skydome, I must ...
- Mon Feb 23, 2009 8:39 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.3 - Nvidia Physx 2.8.1 wrapper
- Replies: 51
- Views: 28173