Search found 5 matches

by koscianski
Tue Aug 18, 2009 2:10 am
Forum: Open Discussion and Dev Announcements
Topic: Optimisation Project
Replies: 9
Views: 2615

Possible optimization?

Er.. maybe I spot a point in void CSceneManager::drawAll () Instead of: if (!Driver) return; ... // reset all transforms video::IVideoDriver* driver = getVideoDriver(); if ( driver ) { driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix ); driver->setTransform ( video::ETS_VIEW, core:...
by koscianski
Tue Aug 18, 2009 12:10 am
Forum: Beginners Help
Topic: Does the irrlicht offer a method to create a cylinder??
Replies: 13
Views: 3928

cylinders, planes, easy of use = ?

I have the same 'complain' about Irrlicht. Let's think about it. Knowing that the method to create a cylindrical mesh (or a plane) is ready and implemented inside the engine, it makes no sense at all not to expose it. Take a look: 1) it is faster to create programatically instead of loading a file. ...
by koscianski
Sat Aug 15, 2009 5:58 pm
Forum: Beginners Help
Topic: mathematical plane rotation
Replies: 9
Views: 659

missing scenemgr->addPlane ()

Sorry for the silly question. Here it goes. I need to create a plan, too, but got puzzled by this topic. A billboard does not work 4 me, as it faces the camera all the time. There is irr::core::plane3D, but I did not found a corresponding mesh-generator-thing in the API. For instance, there's no &qu...
by koscianski
Thu Aug 13, 2009 2:41 pm
Forum: Game Programming
Topic: Unit - metre ratio?
Replies: 13
Views: 4400

Meters? Feet? Blender Units? Inconsistency?

I've got two problems related to scale. (1/2) Exporting from Blender: I thought "1 unit = 1 meter"; now, importing the mesh (a building) into Irrlicht, I have no idea about the scaling factor to apply. By applying scale = 10 it matches, more or less, "sidney.md2". I hope most mod...
by koscianski
Thu Aug 13, 2009 1:36 am
Forum: Open Discussion and Dev Announcements
Topic: Questions about the ellipsoid collision...
Replies: 12
Views: 4529

From what I've read, the first step of math is to distort the world, so that ellipses get the shape of spheres; this makes it easier to calculate distances. BTW yes, the triangles are also distorted, but since math properties are maintained, the calculations work fine. That's the magic. The rest is ...