Search found 7 matches

by tprochownik
Fri Oct 10, 2008 9:49 am
Forum: Beginners Help
Topic: invisible nodes
Replies: 1
Views: 304

invisible nodes

how can I set invisible some parts of mesh (nodes of mesh buffers)? m_node->getJointNode(0)->setvisible(false) dasn't work
by tprochownik
Fri Oct 03, 2008 8:12 pm
Forum: Beginners Help
Topic: animated .X Files help
Replies: 3
Views: 466

Re: animated .X Files help

if you use panda exporter with default values (3ds max thicks, matrix key) you should use around setanimationspeed(3000)
by tprochownik
Wed Oct 01, 2008 7:49 pm
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1170

yes, a have a example, not only for this mesh http://biostorm.eu/editor.zip or http://annis.ovh.org/editor.zip when You click on the (unfortunately around) object it sets m_Node->setDebugDataVisible(EDS_BBOX_ALL); EDS_BBOX_BUFFERS are correctly, but EDS_BBOX not. if You need source code of this edit...
by tprochownik
Wed Oct 01, 2008 7:18 am
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1170

Ok, next time I do that, but is possible to do commit with this boundingbox patch?
by tprochownik
Tue Sep 30, 2008 4:29 pm
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1170

Yes, looks reasonable. I saw, you commit to svn, but this is not resolving problem, You only moved code to another place, but solution is LocalBuffers[0]->Transformation.transformBoxEx for each boundingbox...... // Get BoundingBox... if (LocalBuffers.empty()) BoundingBox.reset(0,0,0); else { irr::c...
by tprochownik
Tue Sep 30, 2008 12:58 pm
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1170

[fixed]correct BoundingBox for SkinnedMesh

Hi, problem was in incorret calculatiing boundingbox. I think I solved this problem, in CSkinnedMesh.cpp: void CSkinnedMesh::finalize() { u32 i; LastAnimatedFrame=-1; LastSkinnedFrame=-1; //calculate bounding box for (i=0; i<LocalBuffers.size(); ++i) { LocalBuffers[i]->recalculateBoundingBox(); } if...
by tprochownik
Wed Sep 10, 2008 10:28 am
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 2439

not only You. I have the same problem, but I export X mesh with scale(100%, 100%, 100%) and use bullet physic to get correctly boundingbox with animation. I had problem with correctly render mesh if I use different (like -100%) scale values.