Search found 7 matches
- Wed Jun 08, 2005 6:44 pm
- Forum: Bug reports
- Topic: [Quake Maps] Strange textures and lighting
- Replies: 4
- Views: 857
- Tue Jun 07, 2005 5:43 pm
- Forum: Bug reports
- Topic: PCX Files Don't Load
- Replies: 4
- Views: 992
- Tue Jun 07, 2005 1:31 pm
- Forum: Bug reports
- Topic: [Quake Maps] Strange textures and lighting
- Replies: 4
- Views: 857
[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 ? Note tha...
- Wed May 11, 2005 9:16 am
- Forum: Bug reports
- Topic: CTriangleSelector::getTriangles - not implemented ?
- Replies: 1
- Views: 394
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 ? ...
- Tue May 10, 2005 10:33 pm
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 627
- Tue May 10, 2005 5:17 pm
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 627
- Tue May 10, 2005 11:25 am
- Forum: Advanced Help
- Topic: [ODE] Fastest way to perform collisions in Quake map
- Replies: 3
- Views: 627
[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 hop...