Search found 23 matches

by weeix
Thu Sep 09, 2010 5:20 am
Forum: Beginners Help
Topic: Inline animator - recommended or not?
Replies: 3
Views: 256

Sudi wrote:Your code shouldn't even compile....
Sorry, I copied the wrong code :lol:
by weeix
Thu Sep 09, 2010 5:10 am
Forum: Beginners Help
Topic: Inline animator - recommended or not?
Replies: 3
Views: 256

Inline animator - recommended or not?

I wonder if we change: scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d")); if (anms) { scene::ISceneNodeAnimator* anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), core::vector3df(-100,0,60), 3500, true); if (anim) {...
by weeix
Sat Sep 04, 2010 2:32 pm
Forum: Beginners Help
Topic: [SOLVED]Problem with GIMP's PNG
Replies: 8
Views: 633

I'm using Mobile Intel® 945E Chipset, so POT solves my problem too.

Thank you everyone! :wink:

In addition, I found that numbers like 96 or 192 are also available too. I don't know why, but it works.
by weeix
Sat Sep 04, 2010 8:45 am
Forum: Beginners Help
Topic: [SOLVED]Problem with GIMP's PNG
Replies: 8
Views: 633

Unfortunately, not for me. http://a.imagehost.org/0900/illustrate-irrlicht.png After that, I replaced my "irrlichtlogo2.png" with the original one, and.. http://a.imagehost.org/0476/original-compiled.png By the way, I don't see any logo in HelloWorld Tutorial . Which Irrlicht version did y...
by weeix
Sat Sep 04, 2010 7:03 am
Forum: Beginners Help
Topic: [SOLVED]Problem with GIMP's PNG
Replies: 8
Views: 633

It doesn't work. The resolution is still the same.

Anyhow, thank you!
by weeix
Sat Sep 04, 2010 4:47 am
Forum: Beginners Help
Topic: [SOLVED]Problem with GIMP's PNG
Replies: 8
Views: 633

[SOLVED]Problem with GIMP's PNG

I used GIMP 2.6.8 to export my logo (initially from Inkscape 0.47) into a *.png file. When I open it via an image viewer, it's fine, but when I use it in the game, the resolution just dropped. I tried to configure every PNG's settings, but none seems to work. This is my original PNG: http://i.imageh...
by weeix
Wed Aug 18, 2010 7:24 am
Forum: Beginners Help
Topic: [CODE]How to move node to a specific position?
Replies: 3
Views: 242

Look at the code for FlyStraightAnimator produced from ISceneManager::createFlyStraightAnimator. I took a look in ISceneManager.h and only found this virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint, const core::vector3df& endPoint, u32 timeForWay, boo...
by weeix
Wed Aug 18, 2010 6:52 am
Forum: Beginners Help
Topic: [CODE]How to move node to a specific position?
Replies: 3
Views: 242

[CODE]How to move node to a specific position?

I'm trying to create a function that can move a node to any specific position. typedef struct { scene::ISceneNode* node; core::vector3df current, destination, speed; }movement; irr::core::array<movement*> movementList; void addMovement(scene::ISceneNode* node, core::vector3df& absoluteDestinatio...
by weeix
Tue Aug 17, 2010 4:16 am
Forum: Beginners Help
Topic: A way to "ease in/ease out" movements?
Replies: 2
Views: 530

I never think of using sin function.

Thanks! :D
by weeix
Mon Aug 16, 2010 1:49 am
Forum: Beginners Help
Topic: A way to "ease in/ease out" movements?
Replies: 2
Views: 530

A way to "ease in/ease out" movements?

Hello, I wonder if there is a way to "ease in/ease out" movements like Adobe After Effects? If you never used Aftere Effects please take a look the illustrate in this document: http://jjgifford.com/expressions/basics/interpolation.html I'm trying to create a function which can move a node ...
by weeix
Thu Aug 12, 2010 6:57 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 1294

BTW, thanks everyone for answering my question!
by weeix
Wed Aug 11, 2010 9:06 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 1294

1 2 4 8 16 32 64 ..

I see. It's easier to use x << y in this case.

But I still don't understand why can't I just use 1 2 3 4 5 6 .. happily? What is the purpose of this complication? O_o
by weeix
Wed Aug 11, 2010 7:42 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 1294

Re: Diference between 0 and (1 << 0)?

I don't understand why these shift operation are invented. Are they necessary?

Could I use:

Code: Select all

        ID_IsNotPickable = 0,
        IDFlag_IsPickable = 1,
        IDFlag_IsHighlightable = 2
instead?
by weeix
Wed Aug 11, 2010 6:50 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 1294

I didn't understand this one either, node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/dwarf.x"), 0, IDFlag_IsPickable | IDFlag_IsHighlightable ); IDFlag_IsPickable | IDFlag_IsHighlightable is (1 << 0) | (1 << 1) = 0 | 2 = 2? 0 0 0 0 OR 0 0 1 0 -------- 0 0 1 0
by weeix
Wed Aug 11, 2010 6:08 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 1294

Diference between 0 and (1 << 0)?

From the Collision Tutorial // I use this ISceneNode ID to indicate a scene node that is // not pickable by getSceneNodeAndCollisionPointFromRay() ID_IsNotPickable = 0 , // I use this flag in ISceneNode IDs to indicate that the // scene node can be picked by ray selection. IDFlag_IsPickable = 1 << 0...