Search found 29 matches
- Tue Mar 20, 2012 7:53 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162690
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...
- Tue Mar 06, 2012 9:27 pm
- Forum: Code Snippets
- Topic: TextArea GUI Element [v1.0]
- Replies: 37
- Views: 98694
Re: Textarea (Chatbox etc)
Here's wishing this forum had some kind of "thank" or "like" feature cool project RdR!
- Mon Mar 05, 2012 9:24 pm
- Forum: Beginners Help
- Topic: Generating Tire Trails
- Replies: 2
- Views: 270
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.
- Mon Feb 27, 2012 8:18 pm
- Forum: Project Announcements
- Topic: Mesh Combiner
- Replies: 131
- Views: 206117
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...
- Thu Feb 16, 2012 4:43 am
- Forum: Project Announcements
- Topic: Tree Scene Node v2.1
- Replies: 234
- Views: 172532
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...
- 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...
- 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->...
- 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...
- Fri Jul 08, 2011 8:48 pm
- Forum: Beginners Help
- Topic: Beginner's Irrlicht 1.7.2 Texturing Help?
- Replies: 13
- Views: 654
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?
Could you post a minimal block of code that reproduces the issue?
- Tue Jun 28, 2011 10:14 pm
- Forum: Beginners Help
- Topic: about particle system ! help!
- Replies: 1
- Views: 215
- Sun Jun 12, 2011 1:50 am
- Forum: Game Programming
- Topic: killfeed update implementation
- Replies: 3
- Views: 1232
- 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...
- 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...
- Fri Feb 04, 2011 8:56 pm
- Forum: Beginners Help
- Topic: node->SetPosition()
- Replies: 8
- Views: 2140
- Tue Feb 01, 2011 7:45 am
- Forum: Beginners Help
- Topic: No lightmap at models
- Replies: 6
- Views: 1040