Search found 6 matches
- Mon Jun 14, 2010 7:44 pm
- Forum: Code Snippets
- Topic: BeamSceneNode
- Replies: 33
- Views: 17750
- Thu Jun 10, 2010 12:26 pm
- Forum: Code Snippets
- Topic: BeamSceneNode
- Replies: 33
- Views: 17750
- Sun Jun 06, 2010 9:34 am
- Forum: Code Snippets
- Topic: BeamSceneNode
- Replies: 33
- Views: 17750
I have trouble compiling this.
It says
I'm not sure how do I fix this...
It says
Code: Select all
In constructor `irr::scene::CBeamNode::CBeamNode(irr::scene::ISceneNode*, irr::scene::ISceneManager*, irr::s32, char*, char*)':
'class irr::video::SMaterial' has no member named 'Textures'
- Sun Jun 06, 2010 9:16 am
- Forum: Beginners Help
- Topic: object a facing object b
- Replies: 4
- Views: 862
- Thu Jun 03, 2010 8:44 am
- Forum: Beginners Help
- Topic: object a facing object b
- Replies: 4
- Views: 862
- Wed Jun 02, 2010 9:22 am
- Forum: Beginners Help
- Topic: object a facing object b
- Replies: 4
- Views: 862
object a facing object b
Hi! I'm having some trouble on how rotations are handled in Irrlicht.
I want my object A to rotate and point towards object B, so I made this simple function:
void obj_apointb(scene::ISceneNode * obj1,scene::ISceneNode * obj2)
{
core::vector3df obj1pos = obj1->getPosition();
core::vector3df ...
I want my object A to rotate and point towards object B, so I made this simple function:
void obj_apointb(scene::ISceneNode * obj1,scene::ISceneNode * obj2)
{
core::vector3df obj1pos = obj1->getPosition();
core::vector3df ...