Search found 9 matches

by sunside
Sat May 29, 2010 10:37 pm
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

Word. :D
by sunside
Sat May 29, 2010 3:50 pm
Forum: Code Snippets
Topic: Orientation helper scene node
Replies: 2
Views: 1283

Orientation helper scene node

Here's an orientation helper scene node. It's nothing big, but I needed it for debug purposes and so I thought, I could as well post it here.
It displays a cube with three differently colored arrows, pointing in the X, Y and Z direction of the node.

http://web18.twitpic.com/img/107782396 ...
by sunside
Sat May 29, 2010 3:16 pm
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

Nah, the 2/10 difference came from editing the post twice. :) That obviously that doesn't make sense, what I meant was 10...1000 and 2..10, for example. In the second pass the differences are much smaller, resulting in higher precision for close object. Of course you'd be disabling all "non-near ...
by sunside
Thu May 27, 2010 12:21 pm
Forum: Beginners Help
Topic: Temporarily hide all scene nodes
Replies: 3
Views: 725

Thanks!

Can I easily add an existing object from my main scene manager to the 'helper' scene manager? Or: Do I have to expect a performance hit? (Since I only need a small set of nodes there, is there maybe some kind of optimization?)
by sunside
Thu May 27, 2010 10:36 am
Forum: Beginners Help
Topic: Temporarily hide all scene nodes
Replies: 3
Views: 725

Temporarily hide all scene nodes

Hi.

Is there a "native" way to temporarily hide all scene nodes? I need to isolate a single element to render it to a texture. I thought of creating some sort of supernode which I'd hide, but have no idea how to make a child of it visible again, overriding the parent's visibility.
by sunside
Thu May 27, 2010 9:44 am
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

Interesting read. I never looked at it this way! Thanks alot!

I wonder if it makes sense - generally - to use two render passes, one for distant objects and one for near objects with different zNear and zFar values. For example, zNear = 10, zFar = 100 for an indoor level, then zNear = 0.5, zFar ...
by sunside
Thu May 27, 2010 12:15 am
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

Things I learned today:

1.) camera->setNearValue(0) is evil
2.) I should call sceneManager->drawAll() first, then draw overlay lines (like bounding boxes)
3.) IGUIImage does not scale images by default; You have to tell it to do that.
4.) If you have to call draw3Dbox() etc. before drawAll(), then ...
by sunside
Tue May 25, 2010 6:27 pm
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

Ah, yes. I used the IGUIImage with setUseAlphaChannel(true) and that worked perfectly.

I have a problem with the render to texture part, though.
I followed tutorial 13 (Render to texture) and created a texture, a fixed camera and an FPS camera. In the main loop I begin the scene, set the target to ...
by sunside
Tue May 25, 2010 4:22 pm
Forum: Advanced Help
Topic: [solved] Render 3d object at known 2d coordinates
Replies: 9
Views: 1787

[solved] Render 3d object at known 2d coordinates

Hi everyone.

I need to create some sort of 3D HUD; Basically a rotating coordinate system (three calls to draw3Dline()) that shows the orientation of the user selected scene node (the active camera, in my case).

I also remember older games like Conflict Freespace, where the model of the targeted ...