Hi,
Try with SharpDevelop 4.3, it is working fine for me on IrrlichtLime-1.3.
Search found 167 matches
- Mon Apr 01, 2013 7:24 pm
- Forum: Beginners Help
- Topic: Irrlicht in eclipse help
- Replies: 7
- Views: 758
- Wed Jul 11, 2012 11:39 am
- Forum: Beginners Help
- Topic: IrrNewton: movement of physical objects
- Replies: 2
- Views: 411
Re: IrrNewton: movement of physical objects
Try with joint kinematic controller.
- Sun Jun 17, 2012 9:14 pm
- Forum: Game Programming
- Topic: UV mapping generation.
- Replies: 8
- Views: 6067
- Wed Jun 13, 2012 10:48 am
- Forum: Project Announcements
- Topic: Shadow volume shader optimization
- Replies: 14
- Views: 10560
Re: Shadow volume shader optimization
many many thanks !!!!
- Wed Jun 13, 2012 9:01 am
- Forum: Project Announcements
- Topic: Shadow volume shader optimization
- Replies: 14
- Views: 10560
Re: Shadow volume shader optimization
Hi,
has someone the source for the 1'st post ? ( ShadowVolumeExtrusion.zip )
has someone the source for the 1'st post ? ( ShadowVolumeExtrusion.zip )
- Tue Jun 12, 2012 6:13 am
- Forum: Bug reports
- Topic: [fixed]getCollisionPoint() has gaps at large distances
- Replies: 27
- Views: 4954
Re: getCollisionPoint() has gaps at large distances
I think it is about the setting the size of the ray; if the ray is too short, it doesn't collide his mesh.
- Mon Jun 11, 2012 7:53 pm
- Forum: Beginners Help
- Topic: Low FPS even when nothing is renderd on screen
- Replies: 8
- Views: 1189
Re: Low FPS even when nothing is renderd on screen
try with vsync false to see the limits fps, then you will find the solution
- Mon Jun 11, 2012 7:36 pm
- Forum: Beginners Help
- Topic: multiple textures on one mesh
- Replies: 6
- Views: 1259
Re: multiple textures on one mesh
you can have multiple materials on the mesh;
if your mesh is a solid material one, each material has 1 texture layer;
if you have n materials :
ISceneNode* Entity=......// your mesh node;
ITexture* Texture_0 = ....//your texture 0;
ITexture* Texture_1 = ....//your texture 1 ...
if your mesh is a solid material one, each material has 1 texture layer;
if you have n materials :
ISceneNode* Entity=......// your mesh node;
ITexture* Texture_0 = ....//your texture 0;
ITexture* Texture_1 = ....//your texture 1 ...
- Mon Jun 11, 2012 7:21 pm
- Forum: Bug reports
- Topic: [fixed]getCollisionPoint() has gaps at large distances
- Replies: 27
- Views: 4954
Re: getCollisionPoint() has gaps at large distances
no bug, try with :
node->setTriangleSelector(selector);
selector->drop();
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
core::line3d<f32> ray;
ray.start = camera->getPosition();
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 30000.0f;//see ...
node->setTriangleSelector(selector);
selector->drop();
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
core::line3d<f32> ray;
ray.start = camera->getPosition();
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 30000.0f;//see ...
- Mon Jun 11, 2012 12:49 pm
- Forum: Beginners Help
- Topic: how to place an object where the mouse points
- Replies: 21
- Views: 1618
Re: how to place an object where the mouse points
an advice : need to have a bird eye over the Irrlicht;
1'st, go to the Irrlicht SDK and parse the include folder; there will see alls the Irrlicht's objects and their metodes;
2'nd, go to the Irrlicht examples and parse them, one by one.
If You know c++ as You told earlier, will be very eassy to ...
1'st, go to the Irrlicht SDK and parse the include folder; there will see alls the Irrlicht's objects and their metodes;
2'nd, go to the Irrlicht examples and parse them, one by one.
If You know c++ as You told earlier, will be very eassy to ...
- Mon Jun 11, 2012 12:25 pm
- Forum: Beginners Help
- Topic: how to place an object where the mouse points
- Replies: 21
- Views: 1618
Re: how to place an object where the mouse points
make to move only at mouse click
goodluck!
goodluck!
- Mon Jun 11, 2012 12:00 pm
- Forum: Beginners Help
- Topic: how to place an object where the mouse points
- Replies: 21
- Views: 1618
Re: how to place an object where the mouse points
IAnimatedMesh* planemesh = SceneManager->addHillPlaneMesh("myHill",
dimension2d<f32>(100,100),
dimension2d<u32>(2,2),0,0,
dimension2d<f32>(0,0),
dimension2d<f32>(5.0f,5.0f));
IAnimatedMeshSceneNode* planenode = smgr->addAnimatedMeshSceneNode(planemesh);
it was an example from a wrapper ...
dimension2d<f32>(100,100),
dimension2d<u32>(2,2),0,0,
dimension2d<f32>(0,0),
dimension2d<f32>(5.0f,5.0f));
IAnimatedMeshSceneNode* planenode = smgr->addAnimatedMeshSceneNode(planemesh);
it was an example from a wrapper ...
- Mon Jun 11, 2012 11:40 am
- Forum: Beginners Help
- Topic: how to place an object where the mouse points
- Replies: 21
- Views: 1618
Re: how to place an object where the mouse points
void SchootBlocks(){
//scene::ITriangleSelector* selector;// see down
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
irr::core::position2d<s32> mousePosition= device->getCursorControl()->getPosition();
//da modificare la texture blocco in base all blocco che si e ...
//scene::ITriangleSelector* selector;// see down
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
irr::core::position2d<s32> mousePosition= device->getCursorControl()->getPosition();
//da modificare la texture blocco in base all blocco che si e ...
- Mon Jun 11, 2012 11:01 am
- Forum: Beginners Help
- Topic: [solved] What does Irrlicht do when vsync is activated?
- Replies: 9
- Views: 896
Re: What does Irrlicht do when vsync is activated?
vsync is to make a constant dynamic behavior in the scene; (if you limit to 60f/sec will be good);
- Mon Jun 11, 2012 10:49 am
- Forum: Beginners Help
- Topic: how to place an object where the mouse points
- Replies: 21
- Views: 1618
Re: how to place an object where the mouse points
1. create a triangle selector and set this selector to your plane mesh node;
2. the intersection will be with the horizontal plane, not with your node;
3. the outnode is the collided node, (not your mesh node to be moved);
example code:
DLL_EXPORT void* DLL_APIENTRY ...
2. the intersection will be with the horizontal plane, not with your node;
3. the outnode is the collided node, (not your mesh node to be moved);
example code:
DLL_EXPORT void* DLL_APIENTRY ...