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.
Search found 94 matches
- Mon Jul 09, 2012 8:39 pm
- Forum: Beginners Help
- Topic: better collision
- Replies: 2
- Views: 352
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...