Search found 94 matches
- Wed May 11, 2011 8:51 am
- Forum: Off-topic
- Topic: Looking for advice on an "actor tool"
- Replies: 8
- Views: 3366
Pretty much the final layout. Only some buttons and the timeline are missing now. http://img38.imageshack.us/img38/2080/interfo.th.png Uploaded with ImageShack.us EDIT: Come on guys, no GUI constructive/destructive criticism whatsoever ? PS: The only reason I don't start releasing sources/demos righ...
- Wed May 11, 2011 8:38 am
- Forum: Beginners Help
- Topic: How do you draw an ISceneNode without Z information ?
- Replies: 8
- Views: 766
Thanks for the idea. I didn't need a separate SceneManager, did this instead:
Works as intended.
Code: Select all
__AT_DRIVER->clearZBuffer();
for(u32 i = 0; i < 3; i++)
{
__AT_DRIVER->setMaterial(__AT_GIZMO->getAxis(i)->getMaterial(0));
__AT_GIZMO->getAxis(i)->render();
}
- Wed May 11, 2011 8:17 am
- Forum: Off-topic
- Topic: is irrlicht allowed in windows os?
- Replies: 24
- Views: 2705
- Wed May 11, 2011 7:40 am
- Forum: Code Snippets
- Topic: Animation system
- Replies: 7
- Views: 4525
- Wed May 11, 2011 7:33 am
- Forum: Beginners Help
- Topic: How do you draw an ISceneNode without Z information ?
- Replies: 8
- Views: 766
How do you draw an ISceneNode without Z information ?
I have made a custom SceneNode (a 3 axis gizmo), and it's pretty much functional, however it's currently obscurred by the selected node that it's supposed to affect.
So, quick stupid question: How do you force a single node to be drawn on top of the whole scene (regardless of Z ordering)?
So, quick stupid question: How do you force a single node to be drawn on top of the whole scene (regardless of Z ordering)?
- Wed May 04, 2011 4:26 pm
- Forum: Code Snippets
- Topic: Animation system
- Replies: 7
- Views: 4525
- Fri Apr 29, 2011 11:05 am
- Forum: Off-topic
- Topic: Looking for advice on an "actor tool"
- Replies: 8
- Views: 3366
I took a few notes from Unity, Torque and 3DS max, and came up with this. I'm still copy-pasting code for now, and there are bugs galore ( pic contains a bug :) ), but it's a start. BTW, I ditched Delphi personal (EULA incompatible) and the interface is now maintained with Lazarus. Here's a shot of ...
- Tue Apr 05, 2011 12:05 pm
- Forum: Off-topic
- Topic: Looking for advice on an "actor tool"
- Replies: 8
- Views: 3366
Looking for advice on an "actor tool"
For the last 2 months I've dropped most of my overly-ambitious projects and instead (in my spare time, a few h/day) coding a generic (although Irrlicht biased) skeletal animation library. Basically I need to reuse as much crap as possible (sucks being a one-man-band) and therefore want my keyframes ...
- Fri Dec 31, 2010 10:18 pm
- Forum: Beginners Help
- Topic: Why is ISkinnedMesh::SJoint::*Keys::frame a float ?
- Replies: 6
- Views: 464
- Thu Dec 30, 2010 2:48 pm
- Forum: Beginners Help
- Topic: Why is ISkinnedMesh::SJoint::*Keys::frame a float ?
- Replies: 6
- Views: 464
What I'm working on right now is not supposed to ever break the API at all since it's an animator. IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); ISceneNodeSkinAnimator *skinAnimator = createSceneNodeSkinAnimator( node ); skin::animation::CAnimationPlayer *test_anim = skinAni...
- Thu Dec 30, 2010 12:08 pm
- Forum: Beginners Help
- Topic: Why is ISkinnedMesh::SJoint::*Keys::frame a float ?
- Replies: 6
- Views: 464
Well, I seem to have managed to finally rip animations through irrlicht from an X model to a file; also managed to get the transformations to work (somewhat) properly and have displayed an animation both with and without an animation mask. Now I have to see exactly where my math went wrong (IIRC irr...
- Tue Dec 28, 2010 10:05 am
- Forum: Beginners Help
- Topic: Why is ISkinnedMesh::SJoint::*Keys::frame a float ?
- Replies: 6
- Views: 464
Why is ISkinnedMesh::SJoint::*Keys::frame a float ?
The frame variable of the, for example SJoint::RotationKeys[index], is a f32 , however in pretty much all the animations I've worked with, the frame times could very well be u32 . IIRC irrlicht does not add data to those key arrays after the mesh is loaded the first time, and interpolates the two mo...
- Tue Sep 21, 2010 6:26 pm
- Forum: Off-topic
- Topic: Used games and piracy...
- Replies: 0
- Views: 552
Used games and piracy...
[sarcasm] Selling/Buying used games is piracy because developers (publishers) don't get money. Lending games is piracy because developers (publishers) don't get money. Piracy is considered to equal theft and is prosecuted as larceny in the US. Larceny is a CRIME. Ergo Buying/Selling/Lending (commerc...
- Wed Sep 15, 2010 5:56 pm
- Forum: Beginners Help
- Topic: ISkinnedMesh joint control
- Replies: 6
- Views: 472
IIRC In this case, ISkinnedMesh joints will have to have their matrices updated by hand. Then you can call skinMesh(). You can look at CAnimatedMeshSceneNode.cpp from the irrlicht sources on how to do this. EDIT: Maybe I'm wron though, so keep waiting a little more for a proper answer form a dev or ...
- Wed Sep 15, 2010 1:32 pm
- Forum: Beginners Help
- Topic: ISkinnedMesh joint control
- Replies: 6
- Views: 472