Search found 28 matches
- Mon Jun 15, 2015 1:35 am
- Forum: Off-topic
- Topic: Any other decent 3D Graphics Engines besides Irrlicht??
- Replies: 47
- Views: 15449
Re: Any other decent 3D Graphics Engines besides Irrlicht??
Except we don't use a command-line interface for cars (nor do they operate in such a way that would make that interface rational)... which makes your point fallacious (argumentum ad absurdum) If you didn't get the analogy i'm sorry. ok let me explain you : if you have a modern car with servo steeri...
- Sun Jun 14, 2015 8:51 am
- Forum: Off-topic
- Topic: Any other decent 3D Graphics Engines besides Irrlicht??
- Replies: 47
- Views: 15449
Re: Any other decent 3D Graphics Engines besides Irrlicht??
Thank god i saw this post! now i know i'm not the only one who feels EXACLY the same way.Git is totally unnecessary , and stuff that ivolves commandline/terminal in the 21th century... i really hate that... I mean no offense but we live in the era where humanity is near not travel to mars , colozin...
- Sun Jun 14, 2015 6:21 am
- Forum: Off-topic
- Topic: Any other decent 3D Graphics Engines besides Irrlicht??
- Replies: 47
- Views: 15449
Re: Any other decent 3D Graphics Engines besides Irrlicht??
No worries, I get why people prefer distributed source control systems (I use hg for a while now). But git's still messing with me far too often in my relative simple projects. I don't even care if I don't like it - will still switch to it as most users here prefer it. But I have to be able to at l...
- Fri Mar 13, 2015 9:31 am
- Forum: Beginners Help
- Topic: How to attach nodes to bones ?
- Replies: 7
- Views: 696
Re: How to attach nodes to bones ?
Hi i tried updateAbsolutePositionOfAllChildren() , unfortunately that didn't worked either. Well i tried updating the absoulute positions in all possible ways in all posible points of my app it just didn't woked. One approach would be is to update them before device->run() but thats impossible :D , ...
- Thu Mar 12, 2015 9:04 pm
- Forum: Beginners Help
- Topic: How to attach nodes to bones ?
- Replies: 7
- Views: 696
Re: How to attach nodes to bones ?
Hm... EJUOR_READ didn't helped , however as been mentioned in other threads if i uncomment the updateAbsolutePosition() in the CBoneSceneNode 's OnAnimate() method , then it works fine...
- Thu Mar 12, 2015 7:07 pm
- Forum: Beginners Help
- Topic: How to attach nodes to bones ?
- Replies: 7
- Views: 696
How to attach nodes to bones ?
Hi i saw some post about this issue but i don't know it was solved or not... So if i attach a scene node to a joint node (myAnimatedMeshSceneNode->getJointNode("blah")) no matter what i do those attached nodes are always "late" one frame i've tried updating the absolute positions...
- Sat Mar 07, 2015 10:38 am
- Forum: Bug reports
- Topic: Animation Blending broken in Irrlicht 1.8.0
- Replies: 25
- Views: 6964
Re: Animation Blending broken in Irrlicht 1.8.0
Hi , so could someone finally figure out what are those empty joints in the mesh ? After loading my mesh i always end up twice as much joints that the mesh actually have. (I use panda exporter and 3ds ,max) Also these joint have no name and i'm assuming they're safe to remove as they have no frames ...
- Wed Dec 03, 2014 1:11 am
- Forum: Beginners Help
- Topic: getNodeType() Drives me nuts
- Replies: 0
- Views: 696
getNodeType() Drives me nuts
SOLVED :
It was a problem in my code.I used strcmp (c8* to std::string.c_str()) to compare node names and return the matched node and that doesnt worked the returned node was always wrong.(i dont know why) So i built a std::string from c8*
and compared the two std::string instead.
It was a problem in my code.I used strcmp (c8* to std::string.c_str()) to compare node names and return the matched node and that doesnt worked the returned node was always wrong.(i dont know why) So i built a std::string from c8*
and compared the two std::string instead.
- Thu Oct 02, 2014 10:39 pm
- Forum: Off-topic
- Topic: 2d Circle vs box intersection point
- Replies: 15
- Views: 8805
Re: 2d Circle vs box intersection point
If this question is still unanswered , i could came up with an idea : First loop through all the edges of the box. Check the intersection between the line and circle ( It can be done easily with a quadratic equation) The algorythm will determine wether the circle intersects or not the box , and also...
- Sun Sep 07, 2014 8:10 pm
- Forum: Beginners Help
- Topic: Few questions
- Replies: 9
- Views: 760
Re: Few questions
I'm not sure what your trying to do exactly but If you have lets say a certain material in your structure that needs transparency you can access that material specifucally and set it to use transparent type. For example node->getMaterial(4).setMaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL; so with t...
- Sun Sep 07, 2014 5:51 pm
- Forum: Beginners Help
- Topic: Few questions
- Replies: 9
- Views: 760
Re: Few questions
Thanks for everyone for the reply. I'm using the x exporter for max , but i just recently realised that the loaded mesh's materials can be changed for each meshBuffer separately i didnt know that until today... we learn something new each day :D But can someone help me with my 2nd issue ? mixing the...
- Sun Sep 07, 2014 7:36 am
- Forum: Beginners Help
- Topic: Few questions
- Replies: 9
- Views: 760
Few questions
Ok so what is the best way to export complete levels from 3ds max ? (scene hierarchy , only meshes , i do not need cameras and lights)Since my levels are extremely complex (bunch of transparent decals , alpha , and additive) i really dont want to export all the meshes one by one , this would take ag...
- Thu Sep 04, 2014 5:45 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 825
- Views: 422308
Re: XEffects - Reloaded - New Release (V 1.3)
Hi .Is there a way to set the shadows color darker ? I'm using static lightmaps (EMT_LIGHTMAP) in combinations with XEffexts but the higher i set the ambient light , less the shadows are visible... effect->setAmbientColor(irr::video::SColor(255, 180, 180, 180)); i'm satisfied with this color value ,...
- Tue Jun 03, 2014 10:40 pm
- Forum: Beginners Help
- Topic: deleting a mesh permanently
- Replies: 2
- Views: 401
Re: deleting a mesh permanently
Yep that's exacly what i need ! Thanks !
- Tue Jun 03, 2014 10:06 pm
- Forum: Beginners Help
- Topic: deleting a mesh permanently
- Replies: 2
- Views: 401
deleting a mesh permanently
Hi i'm working on a game that will create/delete charaters (Skined meshes) frequently. Each time the level ends i want to delete the old "IAnimatedMesh" and load a new one. IAnimatedMesh * mesh = smgr->getMesh("character_A.X"); // Now mesh's ref counter is 1 (held by the scene ...