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: 323

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: 323

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: 919

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: 919

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 you ...
by weeix
Sat Sep 04, 2010 7:03 am
Forum: Beginners Help
Topic: [SOLVED]Problem with GIMP's PNG
Replies: 8
Views: 919

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: 919

[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 ...
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: 331

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, bool ...
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: 331

[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 ...
by weeix
Tue Aug 17, 2010 4:16 am
Forum: Beginners Help
Topic: A way to "ease in/ease out" movements?
Replies: 2
Views: 651

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: 651

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 to any ...
by weeix
Thu Aug 12, 2010 6:57 am
Forum: Beginners Help
Topic: Diference between 0 and (1 << 0)?
Replies: 15
Views: 2080

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: 2080

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: 2080

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: 2080

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: 2080

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 ...