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) {...
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...
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...
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...
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...
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 ...
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...