Search found 54 matches
- Thu Mar 03, 2011 3:12 am
- Forum: Beginners Help
- Topic: Remove Scene Node from SceneGraph
- Replies: 10
- Views: 1820
I am confused by the code you first posted, and maybe you've rewritten some since then. But your code creates the Beam Node this way: scene::CBeamNode* beam = new scene::CBeamNode inside of an if-then block. That means that the variable beam goes out of scope at the end of the block and is no longer...
- Wed Mar 02, 2011 3:45 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1933
- Tue Mar 01, 2011 6:34 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1933
- Sat Feb 26, 2011 1:42 am
- Forum: Beginners Help
- Topic: calculating clean normals in meshes with duplicate vertices
- Replies: 3
- Views: 536
...because it takes so long to generate I thought write it to file... But in fact, generating takes considerable less time than writing Been there, learned that. It's always a surprise, but sometimes caching just doesn't help. You're working a hard problem. Please share the solution if you find one.
- Wed Feb 23, 2011 1:28 am
- Forum: Beginners Help
- Topic: x file FrameTransformMatrix problem
- Replies: 4
- Views: 1054
- Thu Feb 17, 2011 7:15 pm
- Forum: Beginners Help
- Topic: Simple pointer problem [SOLVED]
- Replies: 4
- Views: 293
Re: Simple pointer problem
I created a simple function in order to add objects into the scene easier void addMesh(IMeshSceneNode* node, const path &meshFile, const path &texFile, vector3df pos) The problem is that you are passing a copy of a variable to a function. That copy is being modified by the function, but you...
- Sat Feb 12, 2011 4:51 am
- Forum: Beginners Help
- Topic: getSceneNodeFromScreenCoordinatesBB Problem
- Replies: 2
- Views: 331
Re: getSceneNodeFromScreenCoordinatesBB Problem
What happens in this code snippet if tempScanline.getLength() < savedScanlineLength is never true? Try using your debugger and see what savedChosenNode equals when it crashes on that array access line. This is always good policy when an array access causes a crash, because odds are good that you are...
- Fri Feb 11, 2011 4:27 am
- Forum: Open Discussion and Dev Announcements
- Topic: what is missing from irrlicht?
- Replies: 68
- Views: 11730
Well, I was replying more to Mikhail9 I suppose I should clarify that I wasn't talking about any current forum participant in particular, which is why I removed Devsh's name from the text I quoted. Obviously you guys have good reasons for doing what you are doing (and can explain it clearly -- a go...
- Wed Feb 09, 2011 6:51 am
- Forum: Open Discussion and Dev Announcements
- Topic: what is missing from irrlicht?
- Replies: 68
- Views: 11730
So, why you creating new engine, instead of making Irrlicht better? I cannot understand this. I see this all the time. It always looks easier to build your own version of something, and you're always supremely confident that you can do it better than the last guy. The real complexity and magnitude ...
- Sun Jan 16, 2011 3:56 am
- Forum: Beginners Help
- Topic: funy scene drawing from 1.4 to 1.5 ( still a problem in 1.7
- Replies: 20
- Views: 816
Whenever I am manipulating cameras, using camera positions, or anything of the sort, and strange things happen like flickering, jumping, shaking, generic weirdness... the first thing I try is calling UpdateAbsolutePosition() on the camera before doing anything to or with it. Often it fixes the probl...
- Fri Jan 14, 2011 3:56 am
- Forum: Beginners Help
- Topic: Full freedom of movement without 'gimbal lock'
- Replies: 16
- Views: 3020
BUT, it should be noted that bind target and rotation didn't work for me. I had to set up a set of child nodes and do a bunch of I-don't-remember-because-I-only-ever-use-the-class-I-wrote-to-do-it-for-me's. I never tried it ( BindTargetAndRotation ), because it didn't exist when I created my camera...
- Thu Jan 13, 2011 4:36 am
- Forum: Beginners Help
- Topic: Full freedom of movement without 'gimbal lock'
- Replies: 16
- Views: 3020
- Sun Jan 02, 2011 8:47 am
- Forum: Game Programming
- Topic: Bullet physics, friction?
- Replies: 6
- Views: 6992
- Tue Nov 30, 2010 4:34 am
- Forum: Beginners Help
- Topic: Matrix rotation
- Replies: 6
- Views: 584
The hardest thing here is trying to think about and visualize it... at least for me. I end up just having to trust the math, which works fine. The direct way to do it is to use the matrix4 class. That way you can rotate an arbitrary amount about any arbitrary axis without having to worry about thing...
- Thu Nov 18, 2010 5:30 am
- Forum: Code Snippets
- Topic: Killing reference counted objects
- Replies: 31
- Views: 8416