Search found 30 matches

by Serg88
Sat Nov 14, 2009 11:14 pm
Forum: Beginners Help
Topic: PhysX and IrrLicht
Replies: 1
Views: 384

P.S. Problem Solved.
by Serg88
Sat Nov 14, 2009 7:03 am
Forum: Beginners Help
Topic: Rotating toward a clicked point
Replies: 2
Views: 387

I see 2 ways use virtual ISceneNode * getSceneNodeFromRayBB (const core::line3d< f32 > &ray, s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode *root=0)=0 PlayerNode->getPosition().rotationToDirection(TargetNode); 2ways is using getSceneNodeFromScreenCoordinatesBB then getCollisionResultPos...
by Serg88
Sat Nov 14, 2009 4:34 am
Forum: Competition Time!
Topic: Screenshot of the Month November [Winner announced!]
Replies: 53
Views: 38475

ghost house

i try a luck :)))
one of my first screenshoots, call him a "ghost house"
this is a great work of art, skip it - terrible sin:))

Image

click to enlarge
by Serg88
Sat Nov 14, 2009 2:53 am
Forum: Beginners Help
Topic: PhysX and IrrLicht
Replies: 1
Views: 384

PhysX and IrrLicht

I write same code for converting terrain to NxActor, all whas perfect, but when i trying convert mash of model, my programm crashed data format is like the same, but why it`s happens? NxActor* Convert(scene::IMeshBuffer *mb) { NxBodyDesc bodyDesc; NxActorDesc actorDesc; NxTriangleMeshDesc* concaveDe...
by Serg88
Fri Nov 13, 2009 3:42 am
Forum: Beginners Help
Topic: irrlicht performance
Replies: 6
Views: 541

great thanks :)
by Serg88
Fri Nov 13, 2009 1:07 am
Forum: Beginners Help
Topic: irrlicht performance
Replies: 6
Views: 541

So this is a problem of Irrlicht, hardware, or node count?
by Serg88
Thu Nov 12, 2009 3:16 am
Forum: Beginners Help
Topic: setFarValue limitations?
Replies: 4
Views: 517

im talking about getRayFromScreenCoordinates and getCollisionPoint

especially if you make strategy don`t set so big FarValue, it`s clip far from camera polygons
by Serg88
Thu Nov 12, 2009 2:53 am
Forum: Beginners Help
Topic: setFarValue limitations?
Replies: 4
Views: 517

float use 4 bytes this value included in range for "long int"(signed or not) is exactly for float must also if believe to written: http://cplus.about.com/od/introductiontoprogramming/g/floatdefn.htm if you use getRayFromScreenCoordinates you also must use sentiment triangle selector. I had...
by Serg88
Thu Nov 12, 2009 2:17 am
Forum: Beginners Help
Topic: irrlicht performance
Replies: 6
Views: 541

Please tell more about VBO, what is it?

LOD don`t needed, my models is already lowpoly(only 6 rectangles)

How i can hide objects when he is invisible or behind the wall?

Because when my camera don`t watch on terrain my FPS is still low.
This is that what worries me.
by Serg88
Thu Nov 12, 2009 12:52 am
Forum: Beginners Help
Topic: irrlicht performance
Replies: 6
Views: 541

irrlicht performance

Hi people, I am interested how can enlarge performance of application or it`s trouble only with irr-engine? My programm show me 5 FPS and PrimitiveCountDrawn(0) return me 232873 But only my terrain use 262144 vertexes and 26214 pyramid with 5 vertex each. irrlicht does not assume the optimization re...
by Serg88
Thu Oct 29, 2009 5:06 am
Forum: Beginners Help
Topic: problem with child
Replies: 11
Views: 651

Kalango wrote:
problem with child
Call the supernany....
good idea :)))
by Serg88
Thu Oct 29, 2009 5:06 am
Forum: Beginners Help
Topic: problem with child
Replies: 11
Views: 651

It is not legal to assign to this . Your code is also pretty weird. bool IGameObjectNode::LoadModel() { this = smgr->addAnimatedMeshSceneNode(mesh); // cant convert You are assigning a IAnimatedMeshSceneNode* to a IGameObjectNode* . There is no logical reason to do this. I don't really know what yo...
by Serg88
Wed Oct 28, 2009 11:18 am
Forum: Beginners Help
Topic: rotation problem after a few local rotation
Replies: 8
Views: 633

unfortunately problem still exists. :shock: i rotate the node around Y-AXIS 45 degrees. Everything is ok. And then i want to rotate the node around Z-AXIS 45 degrees. Now when i calculate the z unit vector; i get (1,0,1). (I don't use (0,0,1) vector because i want to rotate the node in its local sp...
by Serg88
Wed Oct 28, 2009 11:04 am
Forum: Beginners Help
Topic: wasd movement depending on camera
Replies: 4
Views: 460

last 2 lines calculate OC( X - axis) and AC(Z-axis) from this picture
http://en.wikipedia.org/wiki/File:Circle-trig6.svg

this articles can help:
http://en.wikipedia.org/wiki/Cosinus


PS Yes, because my player turns with camera
by Serg88
Wed Oct 28, 2009 10:22 am
Forum: Beginners Help
Topic: wasd movement depending on camera
Replies: 4
Views: 460

ericaus better for search on this forum, google not help in this case. Also for do this you need know basic geometry and in accordance with this set position for yours models. it`s standart in game movement: //fragment of my code //fragment from my code #include <math.h> // for sin/cos #define M_PI...