Search found 7 matches
- Wed Jun 08, 2005 6:44 pm
- Forum: Bug reports
- Topic: [Quake Maps] Strange textures and lighting
- Replies: 4
- Views: 1002
- Tue Jun 07, 2005 5:43 pm
- Forum: Bug reports
- Topic: PCX Files Don't Load
- Replies: 4
- Views: 1158
- Tue Jun 07, 2005 1:31 pm
- Forum: Bug reports
- Topic: [Quake Maps] Strange textures and lighting
- Replies: 4
- Views: 1002
[Quake Maps] Strange textures and lighting
These screenshots speak by themselves :
With Irrlicht 0.9 :
http://dake.calodox.org/birg/irrlicht9.jpg
With Irrlicht 1.0.10 :
http://dake.calodox.org/birg/irrlicht10.jpg
I compiled both libraries with the same parameters and didn't touch my code, just the linking. Any suggestions or ideas ...
With Irrlicht 0.9 :
http://dake.calodox.org/birg/irrlicht9.jpg
With Irrlicht 1.0.10 :
http://dake.calodox.org/birg/irrlicht10.jpg
I compiled both libraries with the same parameters and didn't touch my code, just the linking. Any suggestions or ideas ...
- Wed May 11, 2005 9:16 am
- Forum: Bug reports
- Topic: CTriangleSelector::getTriangles - not implemented ?
- Replies: 1
- Views: 498
CTriangleSelector::getTriangles - not implemented ?
It would be nice to write in the doc that getTriangles (for a aabbox32) is not properly implemented and that it doesn't return the triangles which are in a box, but all triangles !
Check below, you will see that the aabbox is not used at all. By the way, has anyone implemented the proper function ...
Check below, you will see that the aabbox is not used at all. By the way, has anyone implemented the proper function ...
- Tue May 10, 2005 10:33 pm
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 750
All these triangle selectors look strange. I created a bounding box around my object and it is supposed to return all triangles which are inside the box (btw. what's "inside" in Irrlicht terminology ? all edges inside or a single corner ?).
Now, if I change the size of my bounding box, I always get ...
Now, if I change the size of my bounding box, I always get ...
- Tue May 10, 2005 5:17 pm
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 750
- Tue May 10, 2005 11:25 am
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 750
[ODE] Fastest way to perform collisions in Quake map
What is the best way to perform collisions between a Quake map node and a mesh ?
1. For each frame, extract the triangles around the mesh and make a new geom/body
2. Create a big geom at the beginning with ALL triangles composing the Quake map and use that to perform the rest of the collisions
I ...
1. For each frame, extract the triangles around the mesh and make a new geom/body
2. Create a big geom at the beginning with ALL triangles composing the Quake map and use that to perform the rest of the collisions
I ...