Search found 15 matches

by openglman
Mon Jan 10, 2011 11:05 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68285

Great work on this template! I have the template compiling and running properly on the iPhone 3/4 simulator and device! Was very easy to get going for the iPhone. Only problem I have run into is that I am unable to get it to run on the ipad device v 4.2 Release mode. It gives me the error: "GDB...
by openglman
Sun Jan 09, 2011 6:41 pm
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

Just in case anyone else needs the code. Here is what I did to test for a collision between a ray cast from the camera and a meshbuffer bounding box. IAnimatedMesh* mesh = smgr->getMesh("../../media/test3.x"); IAnimatedMeshSceneNode* mynode = smgr->addAnimatedMeshSceneNode( mesh, 0); aabbo...
by openglman
Sun Jan 09, 2011 2:10 am
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

ah you are my savior!! thank you that works like a charm! wooooot :)
by openglman
Sun Jan 09, 2011 12:02 am
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

hmm it seems IMeshBuffer doesn't have the method getTransformedBoundingBox, only ISceneNode appears to have it?
by openglman
Sat Jan 08, 2011 11:38 pm
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

Why not just use a bbox test, as it's much faster and the geometry of the sphere is far from the actual geometry from the scene node. Initially that is what I tried to do. I load my model and then I scale it so that it is the size that I want. When I call mynode->setDebugDataVisible(scene::EDS_BBOX...
by openglman
Sat Jan 08, 2011 9:57 pm
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

If I use a dummy scene node instead of a sphere or cube, will I still be able to use the triangle selector for collision detection? If the scene node doesn't have any geometry then it won't have a mesh right? Don't I need a mesh in order to use the triangle selector method?

Thanks
by openglman
Sat Jan 08, 2011 9:11 pm
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

I have something that appears to work. For each meshbuffer/joint within my scene node I create a SphereSceneNode based on the position and size of the meshbuffers bounding box and set the material to vertexalpha and then make it invisible. Then I create a triangle selector for it so that I can use g...
by openglman
Sat Jan 08, 2011 4:57 pm
Forum: Advanced Help
Topic: best way to determine which mesh buffer has been clicked?
Replies: 10
Views: 832

best way to determine which mesh buffer has been clicked?

Hi, I have some code written that will give me the ISceneNode object that has been clicked and it works great. However, I plan to have all my models in one ms3d file where I use meshbuffers to deal each individual object inside my scene. Is the best way to do this to draw an invisible box around eac...
by openglman
Sat Jan 08, 2011 12:01 am
Forum: Advanced Help
Topic: how to highlight part of mesh?
Replies: 2
Views: 472

Thank you so much! You were 100% correct! I managed to use the joint system in conjunction with the meshbuffer collection to use shaders on separate groups of the model!! Here is my code in case anyone else ever has this same problem. I basically just added the below code to the shaders example to g...
by openglman
Fri Jan 07, 2011 10:19 pm
Forum: Advanced Help
Topic: how to highlight part of mesh?
Replies: 2
Views: 472

how to highlight part of mesh?

Hi, I have a model that I created in milkshape that has 3 groups. I export the model as a DirectX .x file format and load it using irrlicht. All of the groups are loaded as Joints which is great. I applied a shader to the entire mesh just to test and it worked great. Now what I want to do is get one...
by openglman
Thu Jan 06, 2011 3:45 pm
Forum: Beginners Help
Topic: Loading models and identifying limbs
Replies: 4
Views: 254

One more question regarding this. There is a user property field that I am able to set in 3ds when creating my model. Does the irrlicht importer for any of the model types make use of this user defined property? I would like to be able to attach some meta data to my joints for use later. I can't see...
by openglman
Thu Jan 06, 2011 2:22 pm
Forum: Beginners Help
Topic: Loading models and identifying limbs
Replies: 4
Views: 254

Great! thank you, joints!! exactly what I was looking for!

Cheers
by openglman
Thu Jan 06, 2011 1:32 pm
Forum: Beginners Help
Topic: Loading models and identifying limbs
Replies: 4
Views: 254

Loading models and identifying limbs

Hi, I have looked through the tutorials on how to load models and it is very simple. I am now trying to figure out how I can find out how I can identify each limb within a model. So for instance, if I create a model in 3dsmax that is a simple human body with head, arms, torso, and legs. I have label...
by openglman
Thu Jan 06, 2011 12:17 am
Forum: Beginners Help
Topic: How do I draw a triangle in irrlicht like I do in opengl?
Replies: 6
Views: 1446

macron12388 wrote:The tutorials explain how to do this.
Ok so is it the custom scene node tutorial that I should use to draw my own primitives?

Thanks
by openglman
Wed Jan 05, 2011 11:37 pm
Forum: Beginners Help
Topic: How do I draw a triangle in irrlicht like I do in opengl?
Replies: 6
Views: 1446

How do I draw a triangle in irrlicht like I do in opengl?

This is how I draw a triangle in opengl, How do I do this same operation using irrlicht? I can't figure it out. It seems like it is easier to load a model then to draw a triangle? lol Thank you in advance! glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVert...