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 ...
Search found 15 matches
- Mon Jan 10, 2011 11:05 pm
- Forum: Advanced Help
- Topic: Compiling irrlicht ogl-es branch for iphone (progress)
- Replies: 148
- Views: 87663
- Sun Jan 09, 2011 6:41 pm
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
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);
aabbox3df box ...
IAnimatedMesh* mesh = smgr->getMesh("../../media/test3.x");
IAnimatedMeshSceneNode* mynode = smgr->addAnimatedMeshSceneNode( mesh, 0);
aabbox3df box ...
- Sun Jan 09, 2011 2:10 am
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
- Sun Jan 09, 2011 12:02 am
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
- Sat Jan 08, 2011 11:38 pm
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
- Sat Jan 08, 2011 9:57 pm
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
- Sat Jan 08, 2011 9:11 pm
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
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 ...
- Sat Jan 08, 2011 4:57 pm
- Forum: Advanced Help
- Topic: best way to determine which mesh buffer has been clicked?
- Replies: 10
- Views: 985
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 ...
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 ...
- Sat Jan 08, 2011 12:01 am
- Forum: Advanced Help
- Topic: how to highlight part of mesh?
- Replies: 2
- Views: 557
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 ...
- Fri Jan 07, 2011 10:19 pm
- Forum: Advanced Help
- Topic: how to highlight part of mesh?
- Replies: 2
- Views: 557
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 ...
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 ...
- Thu Jan 06, 2011 3:45 pm
- Forum: Beginners Help
- Topic: Loading models and identifying limbs
- Replies: 4
- Views: 345
- Thu Jan 06, 2011 2:22 pm
- Forum: Beginners Help
- Topic: Loading models and identifying limbs
- Replies: 4
- Views: 345
- Thu Jan 06, 2011 1:32 pm
- Forum: Beginners Help
- Topic: Loading models and identifying limbs
- Replies: 4
- Views: 345
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 ...
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 ...
- 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: 1658
- 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: 1658
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 ...
Thank you in advance!
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glVertex3f( 0.0f, 1.0f, 0.0f); // Top ...