Search found 13 matches

by Darkcoder
Fri Aug 13, 2010 5:45 pm
Forum: Beginners Help
Topic: Manually draw scene node
Replies: 2
Views: 676

Interesting, though when I say node I meant that quite a lot of nodes attach to it. So this method would work if I called it on all the children, but surely there must be some way to just manually render a node and have all its descendants drawn too?
by Darkcoder
Fri Aug 13, 2010 4:26 am
Forum: Beginners Help
Topic: Manually draw scene node
Replies: 2
Views: 676

Manually draw scene node

In my current project I've come across a draw order issue, you can see it here: http://dl.dropbox.com/u/592301/whatIsThis.jpg The issue is that the transparent glass is being drawn before the transparent background objects, so they inevitably fail the zdepth test. I'm aware that I can disable zwrite...
by Darkcoder
Thu Aug 12, 2010 2:32 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

My project is almost finished using this awesome lib! Right now I'm doing some optimizations and I tried to cut my tri count down by using single sided collision meshes, but as expected the collision is only detected on the front face. Is there a way to allow double sided collision? I looked through...
by Darkcoder
Mon Jun 07, 2010 1:17 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

Zurzaza wrote:
Darkcoder wrote:I use .x .
Ah ok...Please, Can you try load a .pk3 map and watch what happens please? I think that the irrode wrapper has a little bug loading that kind of map...
My modelling program can't export them.
by Darkcoder
Sun Jun 06, 2010 12:52 pm
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

Awesome, my game now works perfectly! So I no longer have any excuses to procrastinate :evil: , I'll let you know when I release my game. I've rewritten this so many times and gone through so many physics engines, so it's a huge relief to know there are no issues that stand in my way(until I find t...
by Darkcoder
Sat May 22, 2010 4:17 pm
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

@Darkcoder: I fixed the bug. The problem was located in CIrrOdeGeomHeightfield::removeFromPhysics. Normally one CIrrOdeGeom represents one ODE geom, but a static trimesh does (normally) have more than one ODE geom, i.e. one for each material so that it's possible to have varying surface parameters ...
by Darkcoder
Sat May 22, 2010 1:27 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

@Darkcoder: the scene of IrrOdeCar is stored in an IrrEdit file (data/IrrOdeCar.xml), and there is an animated mesh scenenode called "ramp2" that gets removed. It works this way and I honestly don't see a reason why it doesn't work with your code. Do you have the possibility to debug into...
by Darkcoder
Thu May 20, 2010 3:53 pm
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

When I run in OGL I get the error: 'Assertion "bNormalizationResult" failed in blah\ode\odemath.h:326'. Either way, I assume your scene is setup through a script/config file as I don't see any mention of "ramp2" anywhere else, so is the code I posted previously any different to w...
by Darkcoder
Thu May 20, 2010 2:31 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

@Darkcoder: I just uploaded a new version. If you use the car of the IrrOdeCar demo you can press "R" and one of the ramps is removed. Unfortunately I don't know a way to detect if a complete subtree of the scene graph is removed. Is there a way? Seems that the "remove" method i...
by Darkcoder
Tue May 18, 2010 6:19 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

Hmm ... a geom or body should be removed this way. The current version doesn't remove a geom automatically if it is attached to a body, but the rest should work. In my project (Stunt Marble Racers) I always use "CIrrOdeManager::closeODE" to clear all collision data when a new level is loa...
by Darkcoder
Sun May 16, 2010 10:25 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

Sorry for the amazingly long delay in replying, I haven't really touched the physics code that much until yesterday; I finally got around to writing code to switch between levels and noticed the old collision geometry remained. As a little test, I tried removing the physics node as soon as it's crea...
by Darkcoder
Wed Apr 14, 2010 9:29 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

I've been using the library for a few days now and I've got it mostly working fine(though there could seriously be more documentation), one issue I've just come across is that I have no idea how to remove collision from a node, everything I try results in a crash. In my test I'm just trying to remov...
by Darkcoder
Fri Apr 02, 2010 7:18 am
Forum: Project Announcements
Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Replies: 561
Views: 142922

Could you rehost this wrapper somewhere else? I've tried to download it from your website twice now but it keeps timing out and your server annoyingly only allows one download per hour??? Most annoying. Also, is this the only actively maintained physics wrapper for Irrlicht? I've tried 3 others and ...