Search found 30 matches

by Barratator
Sun Oct 30, 2011 8:14 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436066

Re: XEffects - Reloaded - New Release (V 1.3)

Hello, I need realtimeshadow for some objects near the camera. The light source is not a spotlight, but a directional light (like a sun). The shadow-receiver should be a terrain. My problem is that the lightsource only lights a small area on the terrain, the rest of it is black. Is it possible with ...
by Barratator
Sun Oct 30, 2011 6:03 pm
Forum: Beginners Help
Topic: Volume Shadow: Mesh shouldn't receive shadow
Replies: 5
Views: 428

Re: Volume Shadow: Mesh shouldn't receive shadow

I tried to use XEffect before, but I didn't get the shadow under control. My problem is that on a large terrain I can only illumine a small area. It seems to be, the area far away (where i don't want to calculate shadow (for performance)), is always black. :( Hard to explain with limited english kno...
by Barratator
Sun Oct 30, 2011 1:39 pm
Forum: Beginners Help
Topic: Volume Shadow: Mesh shouldn't receive shadow
Replies: 5
Views: 428

Re: Volume Shadow: Mesh shouldn't receive shadow

Thanks for your answer!


http://irrlicht.sourceforge.net/docu/na ... f40add70d3
This is the enum of all materialflags. But there is no receiveshadow.
Turning on/off the EMF_LIGHTING has no effect on the shadowreceiving. :(


Bastian
by Barratator
Sun Oct 30, 2011 9:41 am
Forum: Beginners Help
Topic: Volume Shadow: Mesh shouldn't receive shadow
Replies: 5
Views: 428

Volume Shadow: Mesh shouldn't receive shadow

Hello,
I'm using stencil-buffer-shadows on some meshs in my world. Is it possible to declare meshs, which shouldn't receive the shadow?
It looks a little bit ugly, when the shadow is casting on vertical, flat grass-meshs.


Thank you!

Bastian
by Barratator
Sat Oct 01, 2011 8:44 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Re: irrBullet 0.1.71 - Bullet physics wrapper

Hello,
the allocation of the block is in rigidbody.cpp, line 44:

Code: Select all

 
motionState = new IMotionState(internalTransform);
 


Bastian
by Barratator
Fri Sep 30, 2011 9:17 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Re: irrBullet 0.1.71 - Bullet physics wrapper

Hello, i got a small memory leak, if I'm creating a BoxShape and RigidBody.   ISphereShape* shape = new ISphereShape(node, mass, false); shape->setUnscaledRadius(r); IRigidBody* body = this->world->addRigidBody(shape,group,mask);   Later I delete the body with removeCollisionObject. But Visual Studi...
by Barratator
Sat Jul 02, 2011 11:52 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Re: irrBullet 0.1.71 - Bullet physics wrapper

Hello,
is there any possibility to "move" the SceneNode of an rigidbody away from the central-point of a shape?
When i'm creating a rigid the scenenode is at the same point as the shape, but the collision-box of the object should be at another point.


Bastian
by Barratator
Sun Jun 26, 2011 1:27 pm
Forum: Beginners Help
Topic: Vector 0/0/0 = 180/180/180 ?
Replies: 2
Views: 305

Yes, thats may be. But it doesn't solve the problem ;)
by Barratator
Sun Jun 26, 2011 11:44 am
Forum: Beginners Help
Topic: Vector 0/0/0 = 180/180/180 ?
Replies: 2
Views: 305

Vector 0/0/0 = 180/180/180 ?

Hello, i have a small problems with the irrlicht-vectors. I think, the vector 0/0/0 is the same like 180/180/180. Small example from c4d: http://www.youtube.com/watch?v=febEaIjXIyY In this case, my vector only have the value 0 for X and Z, only Y is rotating, but sometimes irrlicht "translate&q...
by Barratator
Sat Jun 25, 2011 7:08 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Is it intended to support capsule-objects in the next time?


Bastian
by Barratator
Sat Jun 11, 2011 10:02 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Now I'm set a position with set setWorldTransform() on the rigidbody.
The figure start now 100 units higher than before, but it's the same.

I "debug" the speed with getPosition() on the ISceneNode. It needs all the time 3-4 bullet-steps to fall down one unit.



Bastian
by Barratator
Sun Jun 05, 2011 1:59 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Hello,
i set the gravity of the world to 0,-10,0.
But all rigid-bodys (with a mass > 0) fall down with a linear speed, not exponential.
Is there any option to let them fall down with an exponetial speed?

Thanks!
Bastian
by Barratator
Sun May 29, 2011 3:52 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

I tried to use irrBullet with VC++ (2010). Currently I can use some functions of irrBullet. It's possible to call createIrrBulletWorld and use a few functions of it like "setGravity". But when I'm want to use stepSimulation of the irrBulletWorld, there is a linker error: error lnk2019: unr...
by Barratator
Fri May 27, 2011 8:50 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169943

Hello, first of all: Sorry for my bad english Wink I'm trying to use your irrBullet in my project (with Visual Studio 2010). In irrBullet 1.7 I can't find all required *.lib-Files, so I can't compile it. When I'm trying to use irrBullet 1.7.1 there is only the file "irrBullet.lib" for VS20...
by Barratator
Sun May 15, 2011 3:44 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 132199

Hello, I'm trying to use IrrNewt. But when I include the "irrnewt.hpp" VS2010 gives me 168 Errors. Like: error C2039: 'newton_contact': Ist kein Element von 'irr::newton::IMaterialContact' [...]\include\irrnewt\contact.hpp Line24 1 ('newton_contact' is not an element of 'irr::newton::IMate...