Search found 7 matches

by bucheron
Wed Jun 08, 2005 6:44 pm
Forum: Bug reports
Topic: [Quake Maps] Strange textures and lighting
Replies: 4
Views: 857

Gonna check, thanks for the tip !
by bucheron
Tue Jun 07, 2005 5:43 pm
Forum: Bug reports
Topic: PCX Files Don't Load
Replies: 4
Views: 992

Who is using PCX nowadays ? This format is pretty obsolete compared to PNG.
by bucheron
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...
by bucheron
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 ? ...
by bucheron
Tue May 10, 2005 10:33 pm
Forum: Advanced Help
Topic: [ODE] Fastest way to perform collisions in Quake map
Replies: 3
Views: 627

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 a...
by bucheron
Tue May 10, 2005 5:17 pm
Forum: Advanced Help
Topic: [ODE] Fastest way to perform collisions in Quake map
Replies: 3
Views: 627

Thanks for pointing this out. I am writing something using the octree selector but if performance is low, I will move to another method and give some hints here..
by bucheron
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...