Search found 19 matches

by SuperElectric
Tue Aug 09, 2005 10:08 pm
Forum: Bug reports
Topic: feature request: user-specified frame times
Replies: 5
Views: 763

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...
by SuperElectric
Sun Jul 17, 2005 11:15 pm
Forum: Bug reports
Topic: feature request: user-specified frame times
Replies: 5
Views: 763

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...
by SuperElectric
Sun Jul 17, 2005 10:45 pm
Forum: Bug reports
Topic: feature request: user-specified frame times
Replies: 5
Views: 763

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...
by SuperElectric
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: 6237

matrix4 fixes

I posted this problem, and the necessary fixes to matrix4.h, in the bugs section:
http://irrlicht.sourceforge.net/phpBB2/ ... highlight=
by SuperElectric
Mon Jun 27, 2005 5:03 pm
Forum: Bug reports
Topic: matrix4f rotation & scale functions mutually incompatibl
Replies: 1
Views: 1348

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...
by SuperElectric
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: 6237

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...
by SuperElectric
Wed Jun 22, 2005 2:19 am
Forum: Advanced Help
Topic: textures missing if I don't draw gui objects
Replies: 1
Views: 289

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...
by SuperElectric
Wed Jun 22, 2005 12:21 am
Forum: Advanced Help
Topic: getCollision extreemely slow... Whats wrong?
Replies: 8
Views: 726

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...
by SuperElectric
Sun Jun 19, 2005 8:06 pm
Forum: Beginners Help
Topic: rotate camera node != rotate FOV
Replies: 1
Views: 305

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...
by SuperElectric
Sun Jun 19, 2005 12:46 am
Forum: Beginners Help
Topic: rotate camera node != rotate FOV
Replies: 1
Views: 305

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...
by SuperElectric
Mon Jun 13, 2005 6:53 pm
Forum: Bug reports
Topic: [SOLVED]Occlusion errors with quake map and transparency
Replies: 3
Views: 814

Awesome; that seems to have fixed it.

Thanks!
-- Matt
by SuperElectric
Mon Jun 13, 2005 1:44 am
Forum: Bug reports
Topic: [SOLVED]Occlusion errors with quake map and transparency
Replies: 3
Views: 814

update

For what it's worth, using EMT_TRANSPARENT_ALPHA_CHANNEL doesn't cause this problem; just EMT_TRANSPARENT_ALPHA_CHANNEL_REF.
by SuperElectric
Mon Jun 13, 2005 1:16 am
Forum: Beginners Help
Topic: Temporarily disable collision detection
Replies: 3
Views: 376

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...
by SuperElectric
Wed Jun 08, 2005 7:33 pm
Forum: Beginners Help
Topic: Temporarily disable collision detection
Replies: 3
Views: 376

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 ...
by SuperElectric
Tue Jun 07, 2005 6:29 pm
Forum: Bug reports
Topic: [Quake Maps] Strange textures and lighting
Replies: 4
Views: 848

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.