Search found 125 matches

by Josh1billion
Wed Oct 26, 2011 1:32 am
Forum: Beginners Help
Topic: Animated flag
Replies: 3
Views: 291

Re: Animated flag

Here's another flag scene node somebody posted a while back: http://irrlicht.sourceforge.net/forum/v ... hp?t=39982
by Josh1billion
Fri Oct 21, 2011 4:38 am
Forum: Beginners Help
Topic: convert from irrlicht to qt
Replies: 7
Views: 533

Re: convert from irrlicht to qt

I haven't used Qt before, but I would imagine you could do something like this:

Code: Select all

str = MessageText.c_str();
by Josh1billion
Thu Oct 20, 2011 3:58 am
Forum: Off-topic
Topic: Cartoon Animated Character
Replies: 1
Views: 1239

Re: Cartoon Animated Character

Very nice. Do your models (especially the animated characters) come with source files so modifications can be made*? I've bookmarked your site and will almost definitely make some purchases in the future if so. * I see you have a list of file types there, but I'm not familiar with them all.. not sur...
by Josh1billion
Wed Oct 19, 2011 10:11 pm
Forum: Beginners Help
Topic: Multiple ISceneNodeAnimatorCollisionResponses
Replies: 2
Views: 228

Re: Multiple ISceneNodeAnimatorCollisionResponses

Nice, the IMetaTriangleSelector approach worked perfectly. Thanks!
by Josh1billion
Wed Oct 19, 2011 6:24 am
Forum: Beginners Help
Topic: Multiple ISceneNodeAnimatorCollisionResponses
Replies: 2
Views: 228

Multiple ISceneNodeAnimatorCollisionResponses

If I were to construct a level out of hundreds of individual mesh scene nodes rather than rendering the entire level all as one model, would it be possible to have an ISceneNodeAnimatorCollisionResponse acting upon the player's animatedmeshscenenode for each one? Would this result in a performance h...
by Josh1billion
Fri Mar 18, 2011 7:29 pm
Forum: Beginners Help
Topic: Generating+saving an overhead map image of a model/level?
Replies: 3
Views: 394

Thanks for the input. How would I save the texture to an image file?
by Josh1billion
Wed Mar 16, 2011 7:47 pm
Forum: Beginners Help
Topic: Documentation with search
Replies: 1
Views: 206

Do you mean the .chm file?

I think this is what you're looking for: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=43337
by Josh1billion
Wed Mar 16, 2011 7:44 pm
Forum: Beginners Help
Topic: Generating+saving an overhead map image of a model/level?
Replies: 3
Views: 394

Generating+saving an overhead map image of a model/level?

My goal is to generate (and save as an image file) an overhead map of my level geometry, which is just a .obj model, at a certain scale ratio (i.e., 1 pixel of the image = 10 units of the model). Preferably, I'd want to have the process be as automated and consistent as possible, as I'll be doing th...
by Josh1billion
Wed Mar 16, 2011 6:35 am
Forum: Code Snippets
Topic: 2D images with rotation
Replies: 43
Views: 29077

Got it! A render-to-texture compatible version of the draw2DImage function that Lonesome Ducky posted earlier. Many thanks to Keless for helping me over IM to figure out what the RTT incompatibility was. Replace RTT_WIDTH and RTT_HEIGHT to the width and height of the texture that is being rendered t...
by Josh1billion
Tue Mar 15, 2011 7:38 pm
Forum: Code Snippets
Topic: 2D images with rotation
Replies: 43
Views: 29077

Sorry for the double-post, but does anyone at least have any idea on what would need to be changed to make this render-to-texture compatible? So far, I've changed this: float screenWidth = driver->getScreenSize().Width; float screenHeight = driver->getScreenSize().Height; to the width and height of ...
by Josh1billion
Wed Mar 09, 2011 4:20 am
Forum: Code Snippets
Topic: 2D images with rotation
Replies: 43
Views: 29077

I'm trying to use this new draw2DImage() function in conjunction with rendering-to-texture, but they're not entirely compatible, so many weird glitches are arising. Can anyone (with more Irrlicht experience than me) try and update it? Thanks in advance if so.
by Josh1billion
Tue Mar 08, 2011 3:43 am
Forum: Beginners Help
Topic: draw3DLine() is always relative to one of my scene nodes?
Replies: 2
Views: 366

Thanks for the info. I've called the setTransform() function as you suggested, and now the line is drawn properly.

However, I'm still getting very peculiar behavior with getSceneNodeFromRayBB(). I'm not sure if that's related or not. I'll try and look into it some more.
by Josh1billion
Tue Mar 08, 2011 3:41 am
Forum: Everything 2d/3d Graphics
Topic: BE3D team models, scenes, animations services
Replies: 7
Views: 2425

Very nice work. I'm going to keep you in mind for when my project is further along, but it'll be several months at the very least before my project gets to that point.
by Josh1billion
Mon Mar 07, 2011 10:15 pm
Forum: Beginners Help
Topic: draw3DLine() is always relative to one of my scene nodes?
Replies: 2
Views: 366

draw3DLine() is always relative to one of my scene nodes?

I'm using this line of code: driver->draw3DLine(vector3df(0,10,0), vector3df(100, 10, 0)); to draw a 3D line for testing purposes. As you can see, the line is supposed to be drawn from one absolute position (0,10,0) to another (100,10,0), so it should always show up as just one simple line traveling...
by Josh1billion
Mon Mar 07, 2011 6:19 am
Forum: Beginners Help
Topic: 2D primitives - is there any way to draw a filled triangle?
Replies: 1
Views: 395

2D primitives - is there any way to draw a filled triangle?

Hi guys, I'm currently using three calls to draw2DLine() function to draw a triangle onto a texture. (To see what I mean, you can click here: http://img683.imageshack.us/img683/234/radarwithwalls.png -- this screenshot shows four such triangles) Is there any alternative function that I can use to re...