nevermind it's working now. Had to use EVT_2TCOORDS instead of EVT_STANDARD.
didn't have to make many changes in the source to get it working with 1.6, mostly just changing the .M lines to .pointer()
Search found 5 matches
- Fri Jan 22, 2010 11:03 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117628
- Fri Jan 22, 2010 10:48 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117628
is anyone still interested in using this library? I spent a couple of hours today fixing it up for 1.6. I've got it working with the hello world and car demo, but there is still a problem with terrain. it seems that the 1.6 api has changed so that terrainNode->getMeshBufferForLOD takes a CDynamicMes...
- Mon Jan 18, 2010 8:39 am
- Forum: Beginners Help
- Topic: terrain collision with irredit
- Replies: 3
- Views: 321
one more question.. what's the best way of getting the triangle that is currently colliding? I guess I will need to draw a line, and use the triangle selector? here's a shot of what I'm working on: http://i485.photobucket.com/albums/rr219/defaultname000/bike-sim.jpg there will be a hardware componen...
- Sun Jan 17, 2010 10:54 pm
- Forum: Beginners Help
- Topic: terrain collision with irredit
- Replies: 3
- Views: 321
- Sun Jan 17, 2010 10:27 pm
- Forum: Beginners Help
- Topic: terrain collision with irredit
- Replies: 3
- Views: 321
terrain collision with irredit
Hi everyone I'm using irrEdit to make my scene files, and loading the scene dynamically. I'm trying to add a ISceneNodeAnimatorCollisionResponse to the terrain (following the terrain tutorial on this site). the problem is that I have to grab the terrain node through smgr->getSceneNodeFromName(), whi...