Here is a snippet:
virtual bool OnEvent(const SEvent& event)
{
cam_pos = camera->getPosition();
if(event.EventType == EET_MOUSE_INPUT_EVENT)
{
// Camera Zoom
if(eventp.Event == EMIE_MOUSE_WHEEL)
{
if(cam_pos.getLength() > 100 || cam_pos.getLength() < 600)
{
cam_pos = cam_pos.setLength ...
Search found 15 matches
- Tue Nov 17, 2009 9:00 pm
- Forum: Beginners Help
- Topic: MouseWheel move Camera
- Replies: 16
- Views: 1466
- Sat Nov 14, 2009 6:08 am
- Forum: Beginners Help
- Topic: Rotating toward a clicked point
- Replies: 2
- Views: 709
Rotating toward a clicked point
How do you rotate a vector to face a clicked point. Like in many RPG's when you click on a spot on the ground and your character changes his/her facing toward to clicked spot as he/she moves towards it?
I hope I am making sense.
I hope I am making sense.
- Fri Nov 06, 2009 5:03 am
- Forum: Bug reports
- Topic: Irrlicht 1.6 opengl shadows buf
- Replies: 5
- Views: 1602
- Tue Oct 27, 2009 6:18 am
- Forum: Bug reports
- Topic: [fixed] Issue with collision
- Replies: 20
- Views: 4436
Yes I have almost the same problem, but mine is distance based not positional: The node the ray intersects with is only "detected" if the camera is really close to said node. But in 1.51 the collision detection behaves as it should. Now some may say, "Well, if it works in 1.51 but not 1.6 then just ...
- Wed Oct 21, 2009 6:38 am
- Forum: Beginners Help
- Topic: ISceneCollisionManager behaving differently from 1.51 to 1.6
- Replies: 3
- Views: 507
Thank you both for the responses.
To answer your question DavidJE13, I am getting my ray from getRayFromScreenCoordinates(), which according to the API returns a "Ray starting from the position of the camera and ending at a length of the far value of the camera at a position which would be behind ...
To answer your question DavidJE13, I am getting my ray from getRayFromScreenCoordinates(), which according to the API returns a "Ray starting from the position of the camera and ending at a length of the far value of the camera at a position which would be behind ...
- Tue Oct 20, 2009 5:31 am
- Forum: Beginners Help
- Topic: ISceneCollisionManager behaving differently from 1.51 to 1.6
- Replies: 3
- Views: 507
ISceneCollisionManager behaving differently from 1.51 to 1.6
Is there a range limitation in 1.6 for GetSceneNodeFromRayBB() and GetSceneNodeFromScreenCoordinatesBB()? In Irrlicht 1.51 I was able to pick a node using either of the functions as long as the node was visible. In 1.6 the camera has to be REALLY close to the node (like within 200 or so) in order to ...
- Tue Oct 20, 2009 5:01 am
- Forum: Beginners Help
- Topic: Gmax + .x
- Replies: 9
- Views: 880
For legal reasons I understand why you wouldn't want to allow discussions of things that violate EULA's on your forums. However, I have noticed on several forums the trend for people to get their "feathers ruffled" anytime the subject of gmax exporter's is brought up. Its as if they have a personal ...
- Sun Oct 18, 2009 5:44 pm
- Forum: Beginners Help
- Topic: Gmax + .x
- Replies: 9
- Views: 880
I spent several hours searching for this very same solution once I discovered that md3's don't cast shadows in Irrlicht. Its seems like more than a coincidence that none of the formats Irrlicht (and ORGE for that matter) support can be exported from gmax. Except md3's and ye olde md2's. I would love ...
- Sat Oct 17, 2009 1:50 pm
- Forum: Beginners Help
- Topic: 3dvectors and node rotation
- Replies: 2
- Views: 301
- Sat Oct 17, 2009 6:52 am
- Forum: Beginners Help
- Topic: 3dvectors and node rotation
- Replies: 2
- Views: 301
3dvectors and node rotation
So, a node's rotation is based on a vector3d, and a vector3d is made up of an x, y, and z of type s32 or f32. So what does the value of say z represent? Is it a range 2147483647 to -2147483648 ? Obviously not degrees unless we do some division. How would I make a 90 degree change to one of a vector ...
- Sat Oct 17, 2009 5:20 am
- Forum: Bug reports
- Topic: Irrlicht 1.6 opengl shadows buf
- Replies: 5
- Views: 1602
- Sat Oct 17, 2009 4:33 am
- Forum: Bug reports
- Topic: Irrlicht 1.6 opengl shadows buf
- Replies: 5
- Views: 1602
- Fri Oct 09, 2009 5:49 pm
- Forum: Bug reports
- Topic: MD3 exported from gmax not casting shadows
- Replies: 3
- Views: 955
- Fri Oct 09, 2009 4:16 pm
- Forum: Bug reports
- Topic: MD3 exported from gmax not casting shadows
- Replies: 3
- Views: 955
- Fri Oct 09, 2009 3:24 pm
- Forum: Bug reports
- Topic: MD3 exported from gmax not casting shadows
- Replies: 3
- Views: 955
MD3 exported from gmax not casting shadows
I have a simple .bsp level which loads and show textures with no problems. I have three different models:
1) A medium-polygon animated character (.md3).
2) A low-poly non-animated statue (.md3).
3) Another low-poly non-animated statue (.3ds).
Neither of the .md3 models will cast shadows, while ...
1) A medium-polygon animated character (.md3).
2) A low-poly non-animated statue (.md3).
3) Another low-poly non-animated statue (.3ds).
Neither of the .md3 models will cast shadows, while ...
