I'm trying to setup the camera carefully so that objects on screen have an exact size measurable with a ruler against the screen. I'm calculating field of view based on my screen size and the distance from my eye to the screen.
FOV (in radians) = 2 * atan(0.5 * screen_height / eye_to_screen)
Then ...
Search found 11 matches
- Wed Aug 11, 2010 1:52 am
- Forum: Beginners Help
- Topic: camera calculations
- Replies: 0
- Views: 610
- Mon Jul 19, 2010 10:09 pm
- Forum: Advanced Help
- Topic: wrong draw order when using EMT_TRANSPARENT_ALPHA_CHANNEL
- Replies: 3
- Views: 2187
That worked. Thanks.
For anyone else, here's the code to add to your scene manager:
And to your scene node's material:
For anyone else, here's the code to add to your scene manager:
Code: Select all
pSceneMgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);Code: Select all
Material.setFlag(video::EMF_ZWRITE_ENABLE, true);- Mon Jul 19, 2010 5:16 am
- Forum: Advanced Help
- Topic: wrong draw order when using EMT_TRANSPARENT_ALPHA_CHANNEL
- Replies: 3
- Views: 2187
wrong draw order when using EMT_TRANSPARENT_ALPHA_CHANNEL
I've seen several references to this issue around the forums but no definitive solution and the suggestions I found didn't work for me.
I'm using a simple custom scene node very similar to tutorial 3 to draw textures in 3d space. Basically, it's my own billboard scene node. The textures are pngs ...
I'm using a simple custom scene node very similar to tutorial 3 to draw textures in 3d space. Basically, it's my own billboard scene node. The textures are pngs ...
- Mon Jun 28, 2010 4:48 am
- Forum: Beginners Help
- Topic: Custom scene node results in huge performance hit
- Replies: 5
- Views: 851
Thanks to slavik262 and Nalin for your suggestions. I tried both.
I modified my scene node to handle a patch of 20x20 tiles rather than one scene node per tile. This improved performance slightly, doubling the frame rate, but not as much as I hoped. I discovered that irrlicht was still calling the ...
I modified my scene node to handle a patch of 20x20 tiles rather than one scene node per tile. This improved performance slightly, doubling the frame rate, but not as much as I hoped. I discovered that irrlicht was still calling the ...
- Mon May 10, 2010 5:15 am
- Forum: Beginners Help
- Topic: Custom scene node results in huge performance hit
- Replies: 5
- Views: 851
- Sun May 09, 2010 10:15 pm
- Forum: Beginners Help
- Topic: Custom scene node results in huge performance hit
- Replies: 5
- Views: 851
Custom scene node results in huge performance hit
I have created a very simple custom scene node based on tutorial 3. It's basically a billboard scene node but it doesn't automatically rotate to face the camera. My code is identical to tutorial 3 except that the geometry is 4 vertices and two triangles to make the billboard, and it has a texture ...
- Mon Sep 14, 2009 2:23 pm
- Forum: Project Announcements
- Topic: 2D ninja platformer with chain physics
- Replies: 16
- Views: 6568
- Sun Sep 13, 2009 10:46 pm
- Forum: Project Announcements
- Topic: 2D ninja platformer with chain physics
- Replies: 16
- Views: 6568
- Sun Sep 13, 2009 7:05 pm
- Forum: Project Announcements
- Topic: 2D ninja platformer with chain physics
- Replies: 16
- Views: 6568
2D Ninja Update
An update on my 2d irrlicht project:
I'm now using pngs instead of bmps for sprites and tiles. Inkscape exports pngs and Irrlicht draws them with the alpha channel so everything is nicely anti-aliased.
I've added enemies and some AI. You can slay an enemy with your sword, but enemies don't fight ...
I'm now using pngs instead of bmps for sprites and tiles. Inkscape exports pngs and Irrlicht draws them with the alpha channel so everything is nicely anti-aliased.
I've added enemies and some AI. You can slay an enemy with your sword, but enemies don't fight ...
- Thu May 21, 2009 5:22 am
- Forum: Project Announcements
- Topic: 2D ninja platformer with chain physics
- Replies: 16
- Views: 6568
- Wed May 20, 2009 5:34 am
- Forum: Project Announcements
- Topic: 2D ninja platformer with chain physics
- Replies: 16
- Views: 6568
2D ninja platformer with chain physics
This is my current Irrlicht project. 2D tile-based game programming has been really rewarding. A lot less work to make something respectable-looking and fun to play. I also have a new appreciation for the brilliance of super mario brothers.
http://farm4.static.flickr.com/3299/3548172842_deb889d184 ...
http://farm4.static.flickr.com/3299/3548172842_deb889d184 ...