Search found 14 matches
- 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...
- 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?
I tried all three clamp types. It didn't change anything. (Thanks for all the help so far though!)
Code: Select all
node->getMaterial(0).TextureLayer[0].TextureWrapU = video::ETC_CLAMP;
node->getMaterial(0).TextureLayer[0].TextureWrapV = video::ETC_CLAMP;
- 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 ...
- Wed Sep 22, 2010 12:06 am
- Forum: Beginners Help
- Topic: Blurry lines between further away tiles
- Replies: 9
- Views: 749
- 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
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?
- 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...
- 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...
- 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...
- 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...
- Mon Sep 20, 2010 2:14 am
- Forum: Advanced Help
- Topic: Generating a mesh
- Replies: 3
- Views: 439
- 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):...
- 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...
- 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...
- 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...