Search found 19 matches
- Tue Aug 09, 2005 10:08 pm
- Forum: Bug reports
- Topic: feature request: user-specified frame times
- Replies: 5
- Views: 774
rotateanimator
Symptom: After implementing the above changes, RotationAnimators stop rotating their nodes. Cause: RotationAnimators keep track of the time at which the last call to AnimateNode() took place. This is so that in the next AnimateNode(), the animator knows how much time has passed, and knows how much t...
- Sun Jul 17, 2005 11:15 pm
- Forum: Bug reports
- Topic: feature request: user-specified frame times
- Replies: 5
- Views: 774
addendum
I should've mentioned that this change would also help splitscreen/multi-window rendering as presented in the split-screen tutorial. In that tutorial, one renders to each of four screens by calling drawAll() four times. This means that each drawAll will show a world that has advanced a few milliseco...
- Sun Jul 17, 2005 10:45 pm
- Forum: Bug reports
- Topic: feature request: user-specified frame times
- Replies: 5
- Views: 774
feature request: user-specified frame times
For some applications (e.g. simulators) it's useful to be able to specify the next frame's world time, so you can control what time eventually gets fed to the ISceneAnimators' animateNode() function. I suspect it'd be useful for games as well, such as when you want to slow down or speed up the world...
- Thu Jun 30, 2005 10:04 pm
- Forum: Advanced Help
- Topic: Does anyone else have this problem with Rotation on Y-Axis
- Replies: 24
- Views: 6285
matrix4 fixes
I posted this problem, and the necessary fixes to matrix4.h, in the bugs section:
http://irrlicht.sourceforge.net/phpBB2/ ... highlight=
http://irrlicht.sourceforge.net/phpBB2/ ... highlight=
- Mon Jun 27, 2005 5:03 pm
- Forum: Bug reports
- Topic: matrix4f rotation & scale functions mutually incompatibl
- Replies: 1
- Views: 1354
matrix4f rotation & scale functions mutually incompatibl
The scale and rotation-related functions in core::matrix4 all seem to assume that a single matrix4 will never represent both a rotation and a scaling operation. This is a pretty risky assumption, especially if someone's trying to get an ISceneNode's global rotation using: vector3df absRotation = myI...
- Thu Jun 23, 2005 8:14 pm
- Forum: Advanced Help
- Topic: Does anyone else have this problem with Rotation on Y-Axis
- Replies: 24
- Views: 6285
So, the problem is that matrix4 doesn't factor out the scale when calculating getRotationDegrees(). Shouldn't this be classified as a bug? This means that if one wants to find the absolute rotation of a node using myNode->getAbsoluteTransformation().getRotationDegrees(), one has to first make sure t...
- Wed Jun 22, 2005 2:19 am
- Forum: Advanced Help
- Topic: textures missing if I don't draw gui objects
- Replies: 1
- Views: 290
textures missing if I don't draw gui objects
When I don't draw any gui objects (namely, some on-screen text), my textures render incorrectly, as below: http://mrl.nyu.edu/~mkg/public/irrlichtPosts/yellowMonoScreen.png Note that some textures, like the skybox and leaves, do appear correctly. Anyway, below is what it's supposed to look like. I g...
- Wed Jun 22, 2005 12:21 am
- Forum: Advanced Help
- Topic: getCollision extreemely slow... Whats wrong?
- Replies: 8
- Views: 742
Are you sure that it's those two lines you posted that cause the 6 second pause? I know that for me, my program pauses for a good 18 seconds when building the OcttreeTriangleSelector. For debugging purposes, I just use a regular triangle selector instead, which loads pretty much instantly (but gives...
- Sun Jun 19, 2005 8:06 pm
- Forum: Beginners Help
- Topic: rotate camera node != rotate FOV
- Replies: 1
- Views: 307
one solution
So, here's my subclass of CCameraSceneNode that rotates its point of view when you rotate the node. MountableCamera.h: #include "irrlicht.h" #include "CCameraSceneNode.h" // Like the standard ICameraSceneNode, except when this node rotates, // so does its view direction. Hence, i...
- Sun Jun 19, 2005 12:46 am
- Forum: Beginners Help
- Topic: rotate camera node != rotate FOV
- Replies: 1
- Views: 307
rotate camera node != rotate FOV
I just discovered that rotating a camera node doesn't change its field of vision. Is there a way to get it to behave in the expected manner? What I'm trying right now is to write a subclass of ICameraSceneNode that checks its absolute rotation during OnPostRender and changes its FOV accordingly usin...
- Mon Jun 13, 2005 6:53 pm
- Forum: Bug reports
- Topic: [SOLVED]Occlusion errors with quake map and transparency
- Replies: 3
- Views: 819
- Mon Jun 13, 2005 1:44 am
- Forum: Bug reports
- Topic: [SOLVED]Occlusion errors with quake map and transparency
- Replies: 3
- Views: 819
update
For what it's worth, using EMT_TRANSPARENT_ALPHA_CHANNEL doesn't cause this problem; just EMT_TRANSPARENT_ALPHA_CHANNEL_REF.
- Mon Jun 13, 2005 1:16 am
- Forum: Beginners Help
- Topic: Temporarily disable collision detection
- Replies: 3
- Views: 379
Hmm... I want to be able to set up collision detection, but later turn off the collision detection if I need to teleport. Your suggestion, if I understand it correctly, would work if I only needed to teleport at the outset, then could turn on and leave on collision detection forever after that. -- M...
- Wed Jun 08, 2005 7:33 pm
- Forum: Beginners Help
- Topic: Temporarily disable collision detection
- Replies: 3
- Views: 379
Temporarily disable collision detection
Is there a handy way to temporarily disable collision detection on something (either the world or the robot/camera) after having added it? My situation is that I have a robot with a bunch of CollisionResponseAnimators attached, roving around in a quake map. If I want to move (teleport) the robot to ...
- Tue Jun 07, 2005 6:29 pm
- Forum: Bug reports
- Topic: [Quake Maps] Strange textures and lighting
- Replies: 4
- Views: 856
I had the same problem (in addition to this one) in another quake map when I switched to Irrlicht 0.10.0. Also using linux & NVidia (ubuntu, GeForce Go). I reverted to Irrlictht 0.9 as well.