Search found 94 matches

by blAaarg
Mon Jul 09, 2012 8:39 pm
Forum: Beginners Help
Topic: better collision
Replies: 2
Views: 352

Re: better collision

You're using "createOctTreeTriangleSelector()" and "addOctreeSceneNode()". Are you using the most up-to-date version of Irrlicht? Because it's now
"createOctreeTriangleSelector()", etc. (no double tT) Maybe there was a bug fix since. IDK.
by blAaarg
Thu Jun 28, 2012 1:56 am
Forum: Beginners Help
Topic: const reference in ctor.. why?
Replies: 6
Views: 659

Re: const reference in ctor.. why?

Anyway I found some readings that tells to avoid Non-const references in constructors (without explaining why :/) Hmm, I don't know about mingw specifically, but perhaps they are saying that --"conceptually" speaking-- constructors should just take external data for copying and not alter ...
by blAaarg
Mon May 28, 2012 2:59 pm
Forum: Beginners Help
Topic: fps camera y axis is inverted
Replies: 10
Views: 886

Re: fps camera y axis is inverted

Also, I believe addCameraSceneNodeFPS() adds a camera that already has an FPS animator on it.
by blAaarg
Mon May 28, 2012 6:20 am
Forum: Beginners Help
Topic: How a game engine basically works?
Replies: 8
Views: 833

Re: How a game engine basically works?

In each loop, I was creating a new static text box, in a different position. Well, Sydney got a bit slow so you could see it. Was that because Irrlicht was handling thousands of GUI elements, or it was really because of the performance of the engine? I think you've guessed right. Generally speaking...
by blAaarg
Sun May 27, 2012 1:22 am
Forum: Beginners Help
Topic: Rotating a rotated node weird axis result...
Replies: 27
Views: 3433

Re: Rotating a rotated node weird axis result...

using mesh manipulator does not work with animated mesh I did not know that :shock: Hmmm :? The efficient way to do this is to adjust the orientation thro rotation, and then just simply add the required rotation. Unfortunately, "adding" or accumulating rotations is not just a simple matte...
by blAaarg
Sat May 26, 2012 2:31 am
Forum: Beginners Help
Topic: Rotating a rotated node weird axis result...
Replies: 27
Views: 3433

Re: Rotating a rotated node weird axis result...

If you can't rotate the meshes in the mesh editing software, you could try getting a mesh manipulator from the scene manager and using its transform() method to permanently have the meshes rotated -90 degrees around the X-axis before you even start. That way, when you go to store their rotations aro...
by blAaarg
Mon May 21, 2012 4:16 am
Forum: Beginners Help
Topic: Rotating a cuboid to span two coordinates
Replies: 5
Views: 759

Re: Rotating a cuboid to span two coordinates

I don't know how you're doing your scaling or what bizarre results you get so I can only guess. The matrix rotation and scaling happen around the cube's local origin before translation (or, you could say it spins and scales around its absolute position after positioning it) but the unit cube is not ...
by blAaarg
Sun May 20, 2012 5:54 am
Forum: Beginners Help
Topic: Rotating a cuboid to span two coordinates
Replies: 5
Views: 759

Re: Rotating a cuboid to span two coordinates

look into: vector3df::getHorizontalAngle() Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector.   It should return a "rotation" vector which can be applied to the "cuboid" node with: cuboid->setRotation( /here'sTheRetu...
by blAaarg
Thu Mar 22, 2012 10:55 am
Forum: Beginners Help
Topic: Problem with doing simple animation
Replies: 3
Views: 252

Re: Problem with doing simple animation

One thing is: double dt = then - now;  /*should at some point, update the 'then' value, like so:*/ then = now; otherwise, the " then - now value" (i.e. the "dt" value) quickly gets HUGE!! and no puny little "x" value will have a visible effect. Also, shouldn't it be &qu...
by blAaarg
Thu Mar 08, 2012 5:05 am
Forum: Beginners Help
Topic: Grouping nodes
Replies: 5
Views: 894

Re: Grouping nodes

The "logic" behind this behavior is that every scene node has its own transformation (position, rotation, scaling) and that that transformation is referred to as its "Relative Transformation". When drawAll() is called, the relative transformation will be offset from the transform...
by blAaarg
Sat Dec 24, 2011 9:23 am
Forum: Beginners Help
Topic: getscenenodeandcollisionpointfromray() return nothing
Replies: 10
Views: 1060

Re: getscenenodeandcollisionpointfromray() return nothing

Yes, as CuteAlien pointed out, you have your last two parameters swapped when you call "getSceneNodeAndCollisionPointFromRay()". Also, each node that you test against has to have a triangle selector set for it or that method ("getSceneNodeAndCollisionPointFromRay()") won't work f...
by blAaarg
Sun Dec 11, 2011 9:35 am
Forum: Beginners Help
Topic: 2D game - FPS to fast
Replies: 8
Views: 1219

Re: 2D game - FPS to fast

cpp Code: Select all u32 curTime = device->getTimer()->getTime(); world.deltaTime =curTime-world.time; world.time = curTime; You are defining your time variables, one after the other. This defeats the purpose. What you want to do is take the time from the current frame and subtract the time stored ...
by blAaarg
Mon Nov 21, 2011 9:30 am
Forum: Beginners Help
Topic: Texture splatting: edit in realtime (and what about fog?)
Replies: 25
Views: 1035

Re: Texture splatting: edit in realtime (and what about fog?

Wut? Sorry if that was sloppy. I mentioned the getColorFormat() and you're right, there's a protected member which checks the desired format, not the actual one given, if I understand correctly. I probably mentioned too much at once, but that's still just a start of what you gotta know to write to t...
by blAaarg
Mon Nov 21, 2011 8:52 am
Forum: Beginners Help
Topic: **sigh** yet one more annoying compiler error...
Replies: 6
Views: 291

Re: **sigh** yet one more annoying compiler error...

//Handling Game Input   bool CQuake3EventHandler::OnEvent(const SEvent& eve) {    /// blah, etc.    .    .    . }   if(eve.EventType==EET_MOUSE_INPUT_EVENT&&eve.MouseInput.Event==EMIE_LMOUSE_LEFT_UP) /*<------Here is the error!*/   It would appear that your if statement is outside of th...
by blAaarg
Mon Nov 21, 2011 7:26 am
Forum: Beginners Help
Topic: Texture splatting: edit in realtime (and what about fog?)
Replies: 25
Views: 1035

Re: Texture splatting: edit in realtime (and what about fog?

Basically, your last post loops through i and ii but doesn't do anything to change x or y. So, you keep setting the same pixel, possibly incorectly (see below). Also, y should be multiplied by the pitch and x should be multiplied by the number-of-bytes-per-pixel when using u8 pointers to pixels . (I...