Awesome thread.
Comment the code a little more extensively and put this into irrLicht tutorial!
Search found 55 matches
- Tue Dec 01, 2009 6:05 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Turn around origin in 3D
- Replies: 10
- Views: 8471
- Tue Dec 01, 2009 6:03 pm
- Forum: Beginners Help
- Topic: Rotate scene node around local axis
- Replies: 5
- Views: 545
but it always circle around (0, 0, 0) You use no origin in your calculation, that is why its circling around 0,0,0. And there is also distance to origin which you need to take in to account somehow. I made tutorial which shows two methods to turn node around origin: Turn around origin in 3D I hope ...
- Mon Nov 30, 2009 3:35 pm
- Forum: Beginners Help
- Topic: Rotate scene node around local axis
- Replies: 5
- Views: 545
I successfully circle around with my scene node (cube object) but it always circle around (0, 0, 0). What do I have to do to make it circle around some specified point like (100, 100, 100)? My current code core::vector3df my_rotation4 = my_cube4->getPosition(); core::matrix4 n; if(receiver.IsKeyDown...
- Sat Nov 28, 2009 5:49 pm
- Forum: Beginners Help
- Topic: Rotate scene node around local axis
- Replies: 5
- Views: 545
Rotate scene node around local axis
How would I rotate scene node around local axis (not world ones like rotateYZBy does)? So, for example, that if I want to rotate around target up and down no matter at what side of target I am I always rotate around X axis. Of course I would always have to turn to face the target so that my Y axis p...
- Wed Nov 11, 2009 2:52 pm
- Forum: Beginners Help
- Topic: Example problem on new Ubuntu 9.10
- Replies: 7
- Views: 539
OpenGL 1.4 hints for either an outdated driver, or a very weak onboard gfx card, though. Could be that you're out of luck getting better results with your actual HW. Could you please post the output of one of the other examples (5 or 6 would be good). Yea, those examples 5. and 6. are good. But loo...
- Tue Nov 03, 2009 9:12 am
- Forum: Beginners Help
- Topic: Example problem on new Ubuntu 9.10
- Replies: 7
- Views: 539
Most common problem after a new install is that the hardware drivers are not installed. And it might look somewhat like that if it's using something like Mesa instead. Do type into the console: glxinfo | grep direct It should return something like: direct rendering: Yes If it says no instead then y...
- Mon Nov 02, 2009 7:10 pm
- Forum: Beginners Help
- Topic: Example problem on new Ubuntu 9.10
- Replies: 7
- Views: 539
Example problem on new Ubuntu 9.10
So I installed new Ubuntu 9.10 and Irrlicht 1.6, compiled the examples and there is an error. When I look around only textures that are in close proximity to myself (sphere around me) are rendered, those further outside are black. Example on 02.QuakeMap example (Sry for whole screen but Gimp is not ...
- Thu Oct 29, 2009 2:00 pm
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
I want to rotate the camera around an object (her target) telling camera how many degrees to rotate around specified target, so in animateNode I put: RotX = 0.0f; RotY = 0.0f; core::vector3df target = camera->getTarget(); // Rotation ------------------------------------ if (CursorKeys[EKA_STRAFE_LEF...
- Mon Oct 26, 2009 11:01 am
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
- Fri Oct 23, 2009 2:33 pm
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
So what is the most meaningful type value to return for custom camera animator? As you can see from the code I return ESNAT_UNKNOWN since nothing I need is defined in enum ESCENE_NODE_ANIMATOR_TYPE . //! Returns type of the scene node virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_...
- Thu Oct 22, 2009 2:59 pm
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
- Thu Oct 22, 2009 10:40 am
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
This is necessary for deserializing your scene including the animators and later on reload them again. Actually, it's only necessary for the second step (the reload), at which point the scene manager has to be able to create the animator based on the name (a string). I got that. But do I need to im...
- Wed Oct 21, 2009 8:16 pm
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
To be able to add custom scene node animators to Irrlicht and to make it possible for the scene manager to save and load those external animators, simply implement this interface and register it in you scene manager via ISceneManager::registerSceneNodeAnimatorFactory. Note: When implementing your o...
- Wed Oct 21, 2009 10:15 am
- Forum: Advanced Help
- Topic: Orbiting Camera
- Replies: 10
- Views: 1321
Orbiting Camera
Hi everybody. I want to make an Orbiting Camera (like the Maya one when you click left mouse button) but i want to have it react to keys WASD instead so I have free mouse cursor to click around the model. Camera would orbit around the model in space like a planet or an atom. I have three examples to...
- Thu Oct 15, 2009 7:38 am
- Forum: Beginners Help
- Topic: showing no window in Ubuntu
- Replies: 4
- Views: 427