hi,
i just read the matrix stuff in the dirextX sdk manual about worldTransformation and there is something i don't get:D
the manual says that the worldMatrix is used to translate/rotate an object from its local coords into worldcoords and there is an example which goes like:
void C3DModel ...
Search found 9 matches
- Wed Oct 21, 2009 7:22 pm
- Forum: Beginners Help
- Topic: question about worldMatrix
- Replies: 0
- Views: 413
- Thu Oct 08, 2009 10:57 pm
- Forum: Beginners Help
- Topic: Camera problem
- Replies: 6
- Views: 565
maybe the camera is looking to its target, set by
Code: Select all
virtual void irr::scene::ICameraSceneNode::setTarget ( const core::vector3df & pos )- Thu Oct 08, 2009 7:21 pm
- Forum: Beginners Help
- Topic: Orthogonal Camera causing racasting problem
- Replies: 12
- Views: 1406
i have a similiar problem with
if i switch to a orthogonal camera, it doesn't find any objects, but works with a normal camera
Code: Select all
getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(mousePosition)- Wed Oct 07, 2009 5:33 am
- Forum: Beginners Help
- Topic: orthogonal projection - not working somehow
- Replies: 0
- Views: 419
orthogonal projection - not working somehow
hi,
i'm rendering a few spheres to the screen and the problem is that when i'm scrolling to the edge of the screen, the spheres are looking more like ellipses than like circles.
so i think i need to switch the camera to orthogonal projection and i tried the following code:
camera = smgr ...
i'm rendering a few spheres to the screen and the problem is that when i'm scrolling to the edge of the screen, the spheres are looking more like ellipses than like circles.
so i think i need to switch the camera to orthogonal projection and i tried the following code:
camera = smgr ...
- Wed Oct 07, 2009 4:55 am
- Forum: Beginners Help
- Topic: Frustrated with keyboard input
- Replies: 5
- Views: 404
- Mon Aug 10, 2009 3:32 pm
- Forum: Code Snippets
- Topic: event handler
- Replies: 0
- Views: 1603
event handler
i had this idea of using callbacks for eventhandling and wrote this code:
CInputManager.h
#ifndef CINPUTMANAGER_H
#define CINPUTMANAGER_H
#include <math.h>
#include <vector>
#include <list>
using namespace std;
#include <irrlicht.h>
class CInputManager : public irr::IEventReceiver
{
private ...
CInputManager.h
#ifndef CINPUTMANAGER_H
#define CINPUTMANAGER_H
#include <math.h>
#include <vector>
#include <list>
using namespace std;
#include <irrlicht.h>
class CInputManager : public irr::IEventReceiver
{
private ...
- Mon Aug 10, 2009 3:13 pm
- Forum: Bug reports
- Topic: [fixed] gui event count
- Replies: 1
- Views: 578
[fixed] gui event count
hi guys,
just did some stuff with the event receiver and found that in the IEventReceiver.h is a counter for the mouseEvent but not for the guiEvents
line 74 - 104 in IEventReceiver.h
enum EMOUSE_INPUT_EVENT
{
//! Left mouse button was pressed down.
EMIE_LMOUSE_PRESSED_DOWN = 0,
...
//! No ...
just did some stuff with the event receiver and found that in the IEventReceiver.h is a counter for the mouseEvent but not for the guiEvents
line 74 - 104 in IEventReceiver.h
enum EMOUSE_INPUT_EVENT
{
//! Left mouse button was pressed down.
EMIE_LMOUSE_PRESSED_DOWN = 0,
...
//! No ...
- Wed May 13, 2009 7:57 pm
- Forum: Beginners Help
- Topic: core::list with own class
- Replies: 2
- Views: 378
- Wed May 13, 2009 4:54 pm
- Forum: Beginners Help
- Topic: core::list with own class
- Replies: 2
- Views: 378
core::list with own class
hey guys,
i'm using the core::list and have a litte problem with the pointers. i have 2 classes the first one is a planet and the second one is a planetlist.
here is the CPlanetList.h:
class CPlanetList
{
private:
core::list<CPlanet> pList;
core::list<CPlanet>::Iterator it;
public ...
i'm using the core::list and have a litte problem with the pointers. i have 2 classes the first one is a planet and the second one is a planetlist.
here is the CPlanetList.h:
class CPlanetList
{
private:
core::list<CPlanet> pList;
core::list<CPlanet>::Iterator it;
public ...