Search found 13 matches

by bilygates
Fri Oct 29, 2010 12:39 pm
Forum: Beginners Help
Topic: Hiding the sphere with "ghost" object...
Replies: 11
Views: 927

I tried a few experiments: If I change the far value to 200, I have to place the objects at a minimum distance of 80 pixels (on the Z axis) for the problem to go away. If I change the far value to 50000, I still need to place the objects at a minimum of 80 pixels (nothing changes). If, however, I mo...
by bilygates
Thu Oct 28, 2010 9:24 pm
Forum: Beginners Help
Topic: Hiding the sphere with "ghost" object...
Replies: 11
Views: 927

Thank you, that works like a charm in this case. But what should I do if I want to use a transparent texture for the other scene node too?
by bilygates
Thu Oct 28, 2010 8:35 pm
Forum: Beginners Help
Topic: Hiding the sphere with "ghost" object...
Replies: 11
Views: 927

I solved the problem using Color Mask (material properties) For the rest, yes, colormask is the best way here. Can you elaborate, please? :) I think I'm having a similar problem with a transparent texture. I have two scene nodes: one with a transparent texture (blue circle) on top of another one wi...
by bilygates
Mon Oct 11, 2010 9:57 am
Forum: Beginners Help
Topic: Orthogonal camera with illusion of depth
Replies: 2
Views: 385

Wouldn't scaling the objects change their size? I want the objects to maintain their size regardless of their distance from the camera, just like in an orthogonal projection. I only want them to move slower when moving the camera to give the illusion of depth. Think of a space shooter with multiple ...
by bilygates
Sat Oct 09, 2010 8:36 pm
Forum: Beginners Help
Topic: Orthogonal camera with illusion of depth
Replies: 2
Views: 385

Orthogonal camera with illusion of depth

Hello, I have a rather simple question and I apologize if it has been asked before. I use a camera with an orthogonal projection for a 2D game and I want to give the user the illusion of depth using the scene nodes' Z position. I will give an example: With an orthogonal projection, the scene nodes a...
by bilygates
Thu Mar 04, 2010 1:31 pm
Forum: Everything 2d/3d Graphics
Topic: Techniques for making a 2D game world.
Replies: 10
Views: 3289

Hey folks. Thanks for all your help, I really appreciate it. Here's what I've come up with: http://imgur.com/154kds.png http://imgur.com/TBs3Fs.png In the second image you can also see the polygons (red and green) used to generate the cave. The blue ones are used for collision detection (check the r...
by bilygates
Thu Mar 04, 2010 1:01 pm
Forum: Beginners Help
Topic: Moving and zooming using an orthogonal camera [SOLVED]
Replies: 8
Views: 980

Finally, this worked:

Code: Select all

camera->setUpVector(vector3df(cos(DEGTORAD * angle), sin(DEGTORAD * angle), 0));
I knew it was something extremely simple. Thank you blAaarg and Bear_130278 for your help. :D
by bilygates
Fri Feb 26, 2010 9:38 am
Forum: Everything 2d/3d Graphics
Topic: Techniques for making a 2D game world.
Replies: 10
Views: 3289

@pippy3: I know it would be easier to use a 2d engine like PyGame, Allegro, SFML, etc., but I'm willing to take the challenge. :) @brainsaw: It would be great if you could share that project of yours, even if it runs with an older version of Irrlicht. Although I won't be generating an image for the ...
by bilygates
Thu Feb 25, 2010 10:15 pm
Forum: Everything 2d/3d Graphics
Topic: Techniques for making a 2D game world.
Replies: 10
Views: 3289

Techniques for making a 2D game world.

Hello. This is my first attempt at making a game and I will appreciate any help you can give me. :) I want to make a 2D game where you control a tiny ship in a cave of some sort. This cave will be created automatically (random levels) and will look like this: http://imgur.com/HxEI3.png . Suppose I a...
by bilygates
Thu Feb 25, 2010 1:41 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [DevC++] dll with directx 9.0c support available
Replies: 130
Views: 113471

Thanks garrittg! You're our hero! :)
Funny thing that I was just looking for this today.
by bilygates
Wed Feb 24, 2010 5:14 pm
Forum: Beginners Help
Topic: Moving and zooming using an orthogonal camera [SOLVED]
Replies: 8
Views: 980

I have tried that but it doesn't do anything. Here is my project so far: #include "irrlicht.h" #include <math.h> using namespace irr; using namespace core; using namespace scene; using namespace video; int main() { SIrrlichtCreationParameters deviceParameter; deviceParameter.DriverType = E...
by bilygates
Wed Feb 24, 2010 11:11 am
Forum: Beginners Help
Topic: Moving and zooming using an orthogonal camera [SOLVED]
Replies: 8
Views: 980

Thank you! :D I've managed to move the camera and zoom in. Yay! I couldn't get the camera to rotate, though. I get a blank screen without any objects. Just to be sure I've made myself clear, this is how I would like to rotate the camera: http://imgur.com/76XKw.png I've also tried things like this bu...
by bilygates
Wed Feb 24, 2010 12:30 am
Forum: Beginners Help
Topic: Moving and zooming using an orthogonal camera [SOLVED]
Replies: 8
Views: 980

Moving and zooming using an orthogonal camera [SOLVED]

Hello, I've created an orthogonal camera using the following code: ICameraSceneNode * camera = smgr->addCameraSceneNode(); matrix4 ortho; ortho.buildProjectionMatrixOrthoLH(800, 600, 1, 500); camera->setProjectionMatrix(ortho, true); camera->setPosition(vector3df(0, 0, 0)); camera->updateAbsolutePos...