Sorry, I copied the wrong codeSudi wrote:Your code shouldn't even compile....
Search found 23 matches
- Thu Sep 09, 2010 5:20 am
- Forum: Beginners Help
- Topic: Inline animator - recommended or not?
- Replies: 3
- Views: 256
- 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) {...
- Sat Sep 04, 2010 2:32 pm
- Forum: Beginners Help
- Topic: [SOLVED]Problem with GIMP's PNG
- Replies: 8
- Views: 633
- Sat Sep 04, 2010 8:45 am
- Forum: Beginners Help
- Topic: [SOLVED]Problem with GIMP's PNG
- Replies: 8
- Views: 633
- Sat Sep 04, 2010 7:03 am
- Forum: Beginners Help
- Topic: [SOLVED]Problem with GIMP's PNG
- Replies: 8
- Views: 633
- 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...
- Wed Aug 18, 2010 7:24 am
- Forum: Beginners Help
- Topic: [CODE]How to move node to a specific position?
- Replies: 3
- Views: 242
- 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...
- Tue Aug 17, 2010 4:16 am
- Forum: Beginners Help
- Topic: A way to "ease in/ease out" movements?
- Replies: 2
- Views: 530
- 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 ...
- Thu Aug 12, 2010 6:57 am
- Forum: Beginners Help
- Topic: Diference between 0 and (1 << 0)?
- Replies: 15
- Views: 1294
- Wed Aug 11, 2010 9:06 am
- Forum: Beginners Help
- Topic: Diference between 0 and (1 << 0)?
- Replies: 15
- Views: 1294
- 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:
instead?
Could I use:
Code: Select all
ID_IsNotPickable = 0,
IDFlag_IsPickable = 1,
IDFlag_IsHighlightable = 2
- Wed Aug 11, 2010 6:50 am
- Forum: Beginners Help
- Topic: Diference between 0 and (1 << 0)?
- Replies: 15
- Views: 1294
- 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...