@cobra
i have change to this
for(u32 i=0; i < world->getNumManifolds(); i++)
{
ICollisionCallbackInformation *info = world->getCollisionCallback(i);
ICollisionObject* obj1 = info->getBody0();
ICollisionObject* obj2 = info->getBody1();
int numContacts = info->getPointer()->getNumContacts ...
Search found 19 matches
- Thu May 26, 2011 12:49 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 217254
- Sun May 22, 2011 7:31 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 217254
- Fri May 13, 2011 9:48 am
- Forum: Advanced Help
- Topic: [asl]manage layer
- Replies: 3
- Views: 512
- Fri May 13, 2011 4:14 am
- Forum: Advanced Help
- Topic: [asl]manage layer
- Replies: 3
- Views: 512
[asl]manage layer
what is the best way to manage layers?
i have layer, such as:
MainLayer
OptionLayer
GameLayer
and so on.
my current code is
Layer_ID layerID;
layerID = UTAMA;
while(true)
{
switch(layerID)
{
case UTAMA:
{
MenuUtama *layer = new MenuUtama();
layer->init(device, soundEngine);
layerID ...
i have layer, such as:
MainLayer
OptionLayer
GameLayer
and so on.
my current code is
Layer_ID layerID;
layerID = UTAMA;
while(true)
{
switch(layerID)
{
case UTAMA:
{
MenuUtama *layer = new MenuUtama();
layer->init(device, soundEngine);
layerID ...
- Wed May 11, 2011 12:12 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 145895
- Wed May 11, 2011 11:24 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 217254
- Wed May 11, 2011 8:56 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 217254
- Thu Apr 07, 2011 1:46 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 217254
- Fri Feb 11, 2011 1:08 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 145895
- Tue Feb 08, 2011 9:43 am
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 145895
- Tue Jun 15, 2010 1:17 am
- Forum: Beginners Help
- Topic: movement + rotation?
- Replies: 8
- Views: 1325
- Mon Jun 14, 2010 12:29 pm
- Forum: Beginners Help
- Topic: collistion using octtree
- Replies: 2
- Views: 442
- Mon Jun 14, 2010 7:57 am
- Forum: Beginners Help
- Topic: collistion using octtree
- Replies: 2
- Views: 442
collistion using octtree
i have been using bounding box for collision detection.
but i have problem when my object move around, the collision is wrong, maybe because it's using aabb algorithm.
this is my collision code
bool collision(scene::ISceneNode *other)
{
if(colModel->getTransformedBoundingBox ...
but i have problem when my object move around, the collision is wrong, maybe because it's using aabb algorithm.
this is my collision code
bool collision(scene::ISceneNode *other)
{
if(colModel->getTransformedBoundingBox ...
- Mon Jun 14, 2010 7:40 am
- Forum: Beginners Help
- Topic: movement + rotation?
- Replies: 8
- Views: 1325
- Sat Jun 05, 2010 3:02 pm
- Forum: Beginners Help
- Topic: how to use list
- Replies: 9
- Views: 863