Search found 125 matches
- 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
- 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();
- 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...
- 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!
- 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...
- 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
- 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
I think this is what you're looking for: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=43337
- 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...
- 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...
- 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 ...
- Wed Mar 09, 2011 4:20 am
- Forum: Code Snippets
- Topic: 2D images with rotation
- Replies: 43
- Views: 29077
- 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
- Tue Mar 08, 2011 3:41 am
- Forum: Everything 2d/3d Graphics
- Topic: BE3D team models, scenes, animations services
- Replies: 7
- Views: 2425
- 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...
- 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...