
Search found 149 matches
- Tue Nov 29, 2011 4:07 pm
- Forum: Advanced Help
- Topic: wrong default texture scale in custom scene node
- Replies: 2
- Views: 580
Re: wrong default texture scale in custom scene node
Oh... thanks for the clue... I forgot to initialize the UV coords of each vertex... Thanks 

- Tue Nov 29, 2011 2:54 pm
- Forum: Advanced Help
- Topic: wrong default texture scale in custom scene node
- Replies: 2
- Views: 580
wrong default texture scale in custom scene node
Hello. I have a problem with texturing my custom scene node. I use a texture 128x128 px and by default it looks like the texture matrix is scaled and moved a bit in a wrong direction. I set the wrap mode to repeat and texture scale: (1.0, 1.0) and it looks like repeated few times. When I change the ...
- Fri Nov 25, 2011 12:20 pm
- Forum: Code Snippets
- Topic: LensFlareSceneNode with occlusion query
- Replies: 36
- Views: 19780
Re: LensFlareSceneNode with occlusion query
I have compiled the latest version of Irrlicht from SVN and two interesting things happened:
1) Occlusion queries didn't make the lensFlareNode hiding behind other nodes like buildings.
2) Suddenly all collisions (triangle selectors etc.) stopped working thanks to new Irrlicht o.O
Why is that ...
1) Occlusion queries didn't make the lensFlareNode hiding behind other nodes like buildings.
2) Suddenly all collisions (triangle selectors etc.) stopped working thanks to new Irrlicht o.O
Why is that ...
- Thu Nov 03, 2011 9:41 am
- Forum: Beginners Help
- Topic: custom scene node disappears while FPS camera movement
- Replies: 4
- Views: 435
Re: custom scene node disappears while FPS camera movement
Thank you, that helped :) One other thing... same happens with lighting. I had some flat horizontal surfaces as custom nodes so setting normals like (0.0f, 1.0f, 0.0f) was working for lighting. What about irregular shapes? How to calculate normals for them? I set (1.0f, 1.0f, 1.0f) but that doesn't ...
- Wed Nov 02, 2011 7:43 pm
- Forum: Beginners Help
- Topic: custom scene node disappears while FPS camera movement
- Replies: 4
- Views: 435
custom scene node disappears while FPS camera movement
I have a strange problem with my custom scene nodes. I create them in the same way as in the tutorial but while moving in the scene with FPS camera there are moments when those nodes dissapear completely and appear when I move and rotate the camera somewhere else. What may cause that problem?'
- Mon Aug 08, 2011 9:01 am
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 2558
Re: How to load textures faster?
Lol... disabling mipmaps made it even slower... Is there any other simple API to draw images on an other layer of HUD which cooperates with irrlicht?
- Mon Aug 08, 2011 8:51 am
- Forum: Beginners Help
- Topic: targetting problem
- Replies: 5
- Views: 377
Re: targetting problem
As I said it only gets the coords of one node... Here's the log:
pig0 pos: (524, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 pos: (523, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 pos: (523, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 ...
pig0 pos: (524, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 pos: (523, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 pos: (523, 375)
pig1 pos: (-10000, -10000)
pig2 pos: (-10000, -10000)
pig0 ...
- Mon Aug 08, 2011 6:57 am
- Forum: Beginners Help
- Topic: targetting problem
- Replies: 5
- Views: 377
Re: targetting problem
ok so here are the declarations and initialization of those variables:
core::array<IAnimatedMeshSceneNode*> pig;
core::array<vector3df> pigPos;
core::array<vector2di>pigPosXY;
int number_of_pigs = 3;
IAnimatedMesh* mesh = pScene->getMesh( (GetBaseAppPath() + "game/pig.x").c_str());
core ...
core::array<IAnimatedMeshSceneNode*> pig;
core::array<vector3df> pigPos;
core::array<vector2di>pigPosXY;
int number_of_pigs = 3;
IAnimatedMesh* mesh = pScene->getMesh( (GetBaseAppPath() + "game/pig.x").c_str());
core ...
- Sun Aug 07, 2011 9:53 pm
- Forum: Beginners Help
- Topic: targetting problem
- Replies: 5
- Views: 377
targetting problem
Hello everyone. I'm using irrlicght & Proton SDK for mobile 3D apps and I'm just curious about one problem... That method selects only one scene node out of my arraylist of them:
void DrawPigLifesStat()
{
for(int i = 0; i < number_of_pigs; ++i)
{
pigPosXY[i].X = GetIrrlichtManager ...
void DrawPigLifesStat()
{
for(int i = 0; i < number_of_pigs; ++i)
{
pigPosXY[i].X = GetIrrlichtManager ...
- Fri Aug 05, 2011 6:57 pm
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 2558
Re: How to load textures faster?
Ok so here is how do I do it. At the begining I init the img's and load all textures:
cam_rect[0] = core::rect<irr::s32>(10,10,273,223);
cam_rect[1] = core::rect<irr::s32>(283,10,556,223);
cam_rect[2] = core::rect<irr::s32>(566,10,839,223);
cam_rect[3] = core::rect<irr::s32>(566,230,839,440 ...
cam_rect[0] = core::rect<irr::s32>(10,10,273,223);
cam_rect[1] = core::rect<irr::s32>(283,10,556,223);
cam_rect[2] = core::rect<irr::s32>(566,10,839,223);
cam_rect[3] = core::rect<irr::s32>(566,230,839,440 ...
- Fri Aug 05, 2011 5:30 pm
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 2558
Re: How to load textures faster?
I only need to display those images. Not make textures of them... Any idea how could I simplify that process? Perhaps display them as a top layer with something else than irrlicht?
- Fri Aug 05, 2011 11:22 am
- Forum: Advanced Help
- Topic: getRayFromScreenCoordinates problem
- Replies: 4
- Views: 1482
Re: getRayFromScreenCoordinates problem
Ok... so I took the method code from SVN and mofified:
if (camera->isOrthogonal())
ln.start = f->cameraPosition + (lefttoright * (dx-0.5f)) + (uptodown * (dy-0.5f));
else
ln.start =f->cameraPosition;
to:
if (camera->isOrthogonal())
ln.start = camera->getPosition() + (lefttoright * (dx-0 ...
if (camera->isOrthogonal())
ln.start = f->cameraPosition + (lefttoright * (dx-0.5f)) + (uptodown * (dy-0.5f));
else
ln.start =f->cameraPosition;
to:
if (camera->isOrthogonal())
ln.start = camera->getPosition() + (lefttoright * (dx-0 ...
- Fri Aug 05, 2011 10:28 am
- Forum: Advanced Help
- Topic: How to load textures faster?
- Replies: 29
- Views: 2558
Re: How to load textures faster?
I did a little test and here are the results:
loading 640 JPG files & creating textures out of them takes 32 139 ms
loading 640 BMP files & creating textures out of them takes 26 700 ms.
One JPG file size is ~30 kB
One BMP file size is ~1.1 mB
Looks like that technique with uncompressed files is ...
loading 640 JPG files & creating textures out of them takes 32 139 ms
loading 640 BMP files & creating textures out of them takes 26 700 ms.
One JPG file size is ~30 kB
One BMP file size is ~1.1 mB
Looks like that technique with uncompressed files is ...
- Fri Aug 05, 2011 10:25 am
- Forum: Advanced Help
- Topic: getRayFromScreenCoordinates problem
- Replies: 4
- Views: 1482
Re: getRayFromScreenCoordinates problem
The problem looks like it doesn't take the right camera position to start the ray from. And the camera with it's position is initialized for sure before using that method...
Here is the code:
scene::IMeshSceneNode *surface = smgr->addCubeSceneNode(100,0,999,core::vector3df(0,-0.4,0), core ...
Here is the code:
scene::IMeshSceneNode *surface = smgr->addCubeSceneNode(100,0,999,core::vector3df(0,-0.4,0), core ...
- Fri Aug 05, 2011 9:04 am
- Forum: Advanced Help
- Topic: getRayFromScreenCoordinates problem
- Replies: 4
- Views: 1482
getRayFromScreenCoordinates problem
Hello. I have a serious problem with that method with getting ray from screen coordinates. I passed the right 2d pos and an active camera, but it casts the ray in a completely different place in the scene. And the start point is not the camera position... One important thing is.. that the scene is ...