Search found 14 matches

by barakatx2
Wed Sep 22, 2010 9:02 pm
Forum: Beginners Help
Topic: Blurry lines between further away tiles
Replies: 9
Views: 749

Wouldn't turning off mimmaps like this driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); fix the problem then? I called that before I create the textures and it didn't change anything :/ EDIT: nevermind, I turned off the flag from the start of the generate terrain code and turned i...
by barakatx2
Wed Sep 22, 2010 2:39 am
Forum: Beginners Help
Topic: Blurry lines between further away tiles
Replies: 9
Views: 749

Is that done like this?

Code: Select all

node->getMaterial(0).TextureLayer[0].TextureWrapU = video::ETC_CLAMP;
node->getMaterial(0).TextureLayer[0].TextureWrapV = video::ETC_CLAMP;
I tried all three clamp types. It didn't change anything. (Thanks for all the help so far though!)
by barakatx2
Wed Sep 22, 2010 2:37 am
Forum: Beginners Help
Topic: Associate object with node
Replies: 5
Views: 388

One way you could do it is by creating an std::map<ISceneNode*,ShipObject*>. If you haven't used a map before, here is what they are: http://www.cplusplus.com/reference/stl/map/ If you need an example I would be happy to write one. Also, Irrlicht has it's own implementation of the map collection (I ...
by barakatx2
Wed Sep 22, 2010 12:06 am
Forum: Beginners Help
Topic: Blurry lines between further away tiles
Replies: 9
Views: 749

In this screenshot they are all using the same texture. Can I turn off the blending?
by barakatx2
Tue Sep 21, 2010 9:33 pm
Forum: Beginners Help
Topic: Blurry lines between further away tiles
Replies: 9
Views: 749

Blurry lines between further away tiles

Image

I am making a class that generates scene nodes from a 3D array to make map out of cubes like in the screenshot. The problem is the further tiles have blurry lines between them. Anyone know why this would happen?
by barakatx2
Tue Sep 21, 2010 9:11 pm
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 208443

Try using the tiling texture padding technique, and set the texture padding to a very large amount. This problem haunted me the whole time, and tiling with huge texture padding is the only solution I could find, sorry :cry: . I'll take a look at my code again and see if I can find a better solution...
by barakatx2
Tue Sep 21, 2010 8:17 pm
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 208443

barakatx2, I had a similar problem - are you changing your camera's near value? If so, try leaving it default. scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0,50.0f,0.1f); cam->setPosition(core::vector3df(0.0f,10.0f,0.0f)); That's all I've done with the camera for the screenshot I took...
by barakatx2
Tue Sep 21, 2010 4:48 pm
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 208443

This is an awesome library! It saved me a huge headache but I am having one problem with it. I think this might be because I'm combining grids of cubes into one mesh. Can you take a look at this and see if you recognize why there are lines between the tiles? I have tried adjusting the texture paddin...
by barakatx2
Tue Sep 21, 2010 2:38 am
Forum: Beginners Help
Topic: Collision Detection Problem
Replies: 2
Views: 370

Collision Detection Problem

I am trying to set up a collision response animator with my terrain mesh. To set up the collision I did what the tutorial basically did: scene::IMeshSceneNode* node = smgr->addMeshSceneNode(mesh); node->setMaterialFlag(video::EMF_LIGHTING,false); scene::ITriangleSelector* tri = smgr->createTriangleS...
by barakatx2
Mon Sep 20, 2010 2:14 am
Forum: Advanced Help
Topic: Generating a mesh
Replies: 3
Views: 439

That was exactly it! thank you very much, I would have never thought of that. Just had to switch 2 lines of code to fix it :)
by barakatx2
Mon Sep 20, 2010 1:56 am
Forum: Advanced Help
Topic: Generating a mesh
Replies: 3
Views: 439

Generating a mesh

I am trying to generate a mesh. I have the vertices generating properly but after I add all the indices it only shows one triangle from the quad instead of filling it with two triangles. IE: 0 1 2 3 4 5 6 7 8 9 ..... these are the vertex numbers Then I have these indices (just a couple of examples):...
by barakatx2
Fri Aug 27, 2010 11:49 pm
Forum: Beginners Help
Topic: Irrlicht GUI
Replies: 1
Views: 350

Irrlicht GUI

I have been trying to modify the Irrlicht GUI to add scrollbars to editboxes and things like that, but it is very difficult. I was wondering if there is a way to use controls from a library like wxWidgets or even windows controls inside an Irrlicht window. Has anyone done anything like this? I was t...
by barakatx2
Thu Aug 26, 2010 9:05 am
Forum: Beginners Help
Topic: IGUIElement collection
Replies: 7
Views: 533

Re: IGUIElement collection

(gui::IGUIEditBox)controlList[id].setMultiLine(true); the "casting-braces" are wrong !!! you're now casting the return value of setMultiLine(true) (which has no return value) !!! :lol: try this: ((gui::IGUIEditBox)controlList[id]).setMultiLine(true) also are you sure to use the dot operat...
by barakatx2
Tue Aug 24, 2010 7:04 am
Forum: Beginners Help
Topic: IGUIElement collection
Replies: 7
Views: 533

IGUIElement collection

I have an std::map that contains IGUIElements. I use this to track all my GUI elements. Lets say I add an IGUIEditBox to this map. When I try this: controlList[id].setMultiLine(true); This will not work because IGUIElement does not have this function. So I try to cast it as IGUIEditBox: (gui::IGUIEd...