Search found 7 matches

by tprochownik
Fri Oct 10, 2008 9:49 am
Forum: Beginners Help
Topic: invisible nodes
Replies: 1
Views: 395

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: 597

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: 1470

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 ...
by tprochownik
Wed Oct 01, 2008 7:18 am
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1470

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: 1470

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 ...
by tprochownik
Tue Sep 30, 2008 12:58 pm
Forum: Bug reports
Topic: [fixed]correct BoundingBox for SkinnedMesh
Replies: 10
Views: 1470

[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 ...
by tprochownik
Wed Sep 10, 2008 10:28 am
Forum: Advanced Help
Topic: Bounding box in animated scene nodes
Replies: 18
Views: 3028

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.