Search found 44 matches

by rootroot1
Sat Feb 13, 2010 9:38 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

I'm using only Class from Irrlicht sources like someone else,
I'm using this code only for introductory purposes/

Thank's to Irrlicht team.

I will not using Irrlicht any more, because I've created my own little DX10 engine with my own PhysX wrapper.....
by rootroot1
Tue Feb 02, 2010 1:43 am
Forum: Beginners Help
Topic: Blurring of distant objects/textures?
Replies: 8
Views: 602

Textures creation speeds up with mip maps.
I think this is the main reason.

But without mipmaps looks better.

You could enable and disable this option for needed objects
by rootroot1
Tue Feb 02, 2010 1:22 am
Forum: Beginners Help
Topic: Blurring of distant objects/textures?
Replies: 8
Views: 602

Just disable MIPMAPS

driver->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
by rootroot1
Tue Feb 02, 2010 12:52 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Just add this method by your own Look: virtual NxActor* getActor() = 0; //to IPhysxObject.h inline NxActor* getActor() { return Actor; } //to CPhysxObject.h It's very simple :wink: Currently I made my own flexible PhysX wrapper for DirectX 10 with activetransforms and paging, with methods to get all...
by rootroot1
Mon Feb 01, 2010 10:39 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Hello to ALL !!!!!!!!!!! Here is my FluidEmitterSceneNode class/ Maybe it will be usefull for someone I'm not sio2, I can share :lol: #define MAX_PARTICLES 10000 class CFluidEmitterSceneNode : public scene::ISceneNode { private: MyFluid *m_fluid; NxFluidEmitter *m_emitter; SMeshBuffer *Buffer; NxRea...
by rootroot1
Sat Jan 30, 2010 7:29 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Just use character controller capsule from NxCharacter.lib
This is the best way
but you also may take a look for "angular damping" settings
by rootroot1
Wed Jan 27, 2010 11:49 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

I've tried using it, but i dont know how to draw custom set of particles with custom coordinates :(
by rootroot1
Tue Jan 26, 2010 4:48 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Do you mean global performance, or fluid performance ?? In global case we can just use active transforms, this will increase speed. But with fluids I'm thinking for another way of drawing, because when we draw less than 10 000 particles everything is ok, but when we trying to draw more than 20000 pa...
by rootroot1
Tue Jan 19, 2010 4:37 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Congratulate me, boys !!!!!!!!!!!!!!!!!

Finally i made my PhysX fluid implementation, it was a simple task.
I made it using MyFluid class from SDK samples and CParticleSystemSceneNode from Irrlicht sources.

Here is the screen

Image
by rootroot1
Sat Jan 16, 2010 9:18 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Hi, guys !!!!!!!!!!!!!!!!!! Could someone gime me an advice ?? This is dangling vertically revolute joints NxRevoluteJoint* revJoint = NULL; PhysXNode* box1 = physx->CreateBox(smgr->addCubeSceneNode(4), 4,4,4, vector3df(0,14,0)); box1->GetActor()->raiseBodyFlag(NX_BF_KINEMATIC); SetActorCollisionGro...
by rootroot1
Fri Jan 15, 2010 1:58 am
Forum: Advanced Help
Topic: Someone !!!!!!!!!!! help please to prevent dots on meshes !!
Replies: 3
Views: 525

Someone !!!!!!!!!!! help please to prevent dots on meshes !!

Cold someone please help me to prevent a strange artefacts


http://etlweb.net.ua/scl.jpg
by rootroot1
Thu Jan 14, 2010 3:55 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

I found some optimization hints !!!!!!!!!!!!!!!!!!!!!!!!!!!!! :P :P for triangle meshes //hardware & non-hardware specific paging modes if(hardware) MeshShapeDesc.meshPagingMode = NX_MESH_PAGING_AUTO; else MeshShapeDesc.meshPagingMode = NX_MESH_PAGING_FALLBACK; for scene sceneDesc.flags |= NX_SF...
by rootroot1
Thu Jan 14, 2010 1:10 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

Comes from SDK docs --> Only one application can use the PhysX hardware at a time. The first application to access the hardware obtains exclusive access to it; however, it is possible to prevent the SDK from using the hardware even if it is present (see Hardware Detection for details). Each hardware...
by rootroot1
Thu Jan 14, 2010 11:24 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 111146

I've spent all night playng with physx feautures and found a problem. :cry: :cry: :cry: I have found a problem, Its about number of physx objects. When we create more than 1000 instances framerate becomes critical ( about 30 fps, and less if 1000+ instances ) Is this PhysX limitations ??? (Smth abou...
by rootroot1
Wed Jan 13, 2010 11:48 pm
Forum: Beginners Help
Topic: need terrain
Replies: 9
Views: 755

You can generate terrain mesh in Milkshape3D


А я из Украины !!!!!!!!!!!!!!
Привет, братишка !!!!!!!!!!!!!!!!!!!!!!!!!!!!