Search found 29 matches

by pepeshka
Tue Mar 20, 2012 7:53 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 162521

Re: irrBullet 0.1.71 - Bullet physics wrapper

This is a killer project, it was a snap to throw together a demo to play with. Is there a good way to make an object a 'child' of another, much the way parent/children work in Irrlicht? For example, if I wanted a character object to board a boat, could I make it the child of the boat, so that any fo...
by pepeshka
Tue Mar 06, 2012 9:27 pm
Forum: Code Snippets
Topic: TextArea GUI Element [v1.0]
Replies: 37
Views: 98664

Re: Textarea (Chatbox etc)

Here's wishing this forum had some kind of "thank" or "like" feature ;) cool project RdR!
by pepeshka
Mon Mar 05, 2012 9:24 pm
Forum: Beginners Help
Topic: Generating Tire Trails
Replies: 2
Views: 269

Re: Generating Tire Trails

Check the projects forum, there is a decal manager project there. You could place tire tracks as decals, then remove the oldest as the vehicle moves forward.
by pepeshka
Mon Feb 27, 2012 8:18 pm
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 206067

Re: Mesh Combiner

Hey Ducky, I've noticed my memory usage shoots up when using the mesh combiner, even with meshes that have a lot of repeated textures. It looks like the project is saving copies of the same texture over and over in the bottom of PackTextures(): irr::core::stringc textureName = "PackedTexture&qu...
by pepeshka
Thu Feb 16, 2012 4:43 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 172438

Re: Tree Scene Node v2.1

Very cool project. One note, scaling does not scale the leaf textures, which ends up looking weird. You have to set the Scale property of each billboard in the BillboardGroupSceneNode, like this: void CBillboardGroupSceneNode::UpdateBillboardSizes(irr::core::dimension2df _size) {         for ( u32 i...
by pepeshka
Wed Aug 10, 2011 2:23 am
Forum: Beginners Help
Topic: Specify maximum texture size?
Replies: 8
Views: 462

Re: Specify maximum texture size?

Actually I think my problem is in this line: inputMesh->getMeshBuffer(i)->getMaterial().setTexture(0, toSet); It looks like I'm getting a const Material, then trying to use a setter. I don't think the mesh's texture pointer is getting updated, so when it goes to render it's pointing off into some pl...
by pepeshka
Sat Aug 06, 2011 6:48 pm
Forum: Beginners Help
Topic: Specify maximum texture size?
Replies: 8
Views: 462

Re: Specify maximum texture size?

Thanks for the help all! This is what I've come up with (mostly cribbed off of other posts on the forum): void RescaleTexture(irr::scene::IMesh* inputMesh, irr::core::dimension2di targetSize) {         video::IVideoDriver* vidDriver = smgr->getVideoDriver();           for (int i = 0; i < inputMesh->...
by pepeshka
Thu Aug 04, 2011 6:20 am
Forum: Beginners Help
Topic: Specify maximum texture size?
Replies: 8
Views: 462

Specify maximum texture size?

I'm noticing as I load more and more meshes into my app that I'm eating up a lot more memory than I intended; looking over the meshes I've created, it looks like I'm using too many high-resolution images for textures. Rather than go through every mesh I've created and scale down the textures, I'm ho...
by pepeshka
Fri Jul 08, 2011 8:48 pm
Forum: Beginners Help
Topic: Beginner's Irrlicht 1.7.2 Texturing Help?
Replies: 13
Views: 651

Re: Beginner's Irrlicht 1.7.2 Texturing Help?

could you assign the driver->getTexture call to an object, set a breakpoint, and inspect the object after the call?

Could you post a minimal block of code that reproduces the issue?
by pepeshka
Tue Jun 28, 2011 10:14 pm
Forum: Beginners Help
Topic: about particle system ! help!
Replies: 1
Views: 214

Two emitters that have identical properties except lifetime?
by pepeshka
Sun Jun 12, 2011 1:50 am
Forum: Game Programming
Topic: killfeed update implementation
Replies: 3
Views: 1230

I would suggest using an eventing system such that player::update just raises a "player x died" event with attached info (killer, etc) then recievers can catch and interpret that event - the killfeed would scroll itself to display he info, etc.
by pepeshka
Mon May 23, 2011 8:46 pm
Forum: Beginners Help
Topic: Locking a camera's movement on one axis
Replies: 4
Views: 466

just add something like vector3df target = camera->getPosition(); target.Y = 0; camera->setPosition(target); to your while (device->run()) loop MfG Scarabol Well that's what I'm trying now, but the camera ends up getting stuck in the geometry. I think what happens is the camera moves a bit in the Y...
by pepeshka
Thu May 19, 2011 8:27 pm
Forum: Beginners Help
Topic: Locking a camera's movement on one axis
Replies: 4
Views: 466

Locking a camera's movement on one axis

Hi all, I'm working on a project where I want to lock an FPScamera on a single axis (I want no vertical movement). Turning off the vert movement bool in the constructor works to a point, but I've found that the camera can still move vertically via the collision system (for example, walking up a ramp...
by pepeshka
Fri Feb 04, 2011 8:56 pm
Forum: Beginners Help
Topic: node->SetPosition()
Replies: 8
Views: 2133

get and setPosition() return co-ords relative to the node's parent - do the player node and the spawn node both have the same parent? Have you tried using the absolute positions?
by pepeshka
Tue Feb 01, 2011 7:45 am
Forum: Beginners Help
Topic: No lightmap at models
Replies: 6
Views: 1040

Thanks, that worked great! I also had to set emissive to black and normalize normals, but hey whatever works!