Search found 226 matches
- Wed Nov 12, 2014 8:30 pm
- Forum: Beginners Help
- Topic: Sharing opengl context with Irrlicht
- Replies: 5
- Views: 1706
Re: Sharing opengl context with Irrlicht
I know it's not easy but you should just ditch Irrlicht and use only OpenGL. If you wrote a lot of Irrlicht code it's probably not as simple as saying so but mixing the two (Irrlicht and OpenGL) is even harder than using one or the other. That would be like creating a whole new library on top of a l...
- Wed Nov 12, 2014 8:26 pm
- Forum: Beginners Help
- Topic: [Solved]Irrlicht crashes at vertex array sized 65535?
- Replies: 17
- Views: 1399
[Solved]Irrlicht crashes at vertex array sized 65535?
Hi All, I tried compiling and running the following code several times using different sizes, once for 10000 vertices (works) and another try at the drawvertexprimitivelist buffer limit at 65535 vertices (crashes); but it crashes at the line irr::video::S3DVertex Vertices[65535]; Not sure why. The [...
- Sun Nov 09, 2014 8:02 am
- Forum: Advanced Help
- Topic: SOLVED Backface culling doesn't work from every camera angle
- Replies: 3
- Views: 1313
Re: Backface culling doesn't work from every camera angle?
I tried using the tutorial here to make the cube, works now http://irrlicht.sourceforge.net/tut_toka.html here's the code for sake of reference, #include <irrlicht.h> using namespace irr; int main() { IrrlichtDevice* device = 0; device = createDevice( video::EDT_OPENGL, core::dimension...
- Sun Nov 09, 2014 5:28 am
- Forum: Advanced Help
- Topic: SOLVED Backface culling doesn't work from every camera angle
- Replies: 3
- Views: 1313
Re: Backface culling doesn't work from every camera angle?
When setting the position of the cube vertices, you can also set their colour. Would it be something like cube_v[0].Col.set(a,r,g,b) ? Your problem is hardly likely to be backface culling. Maybe you could post a screenshot. Here's the back of the cube http://i.imgur.com/LV5ZvKX.jpg This is the fron...
- Sat Nov 08, 2014 10:29 pm
- Forum: Advanced Help
- Topic: SOLVED Backface culling doesn't work from every camera angle
- Replies: 3
- Views: 1313
SOLVED Backface culling doesn't work from every camera angle
Hi all, I guess the name of this thread doesn't fully explain the problem so here goes. The code posted works fine but if you move the camera around a green cube you'll notice that at one camera angle the backface culling doesn't cut the faces but if you move 180 degrees or so on the other side you ...
- Fri Jan 17, 2014 4:33 pm
- Forum: Advanced Help
- Topic: [SOLVED]Quaternion rotation,Conversion back to Euler angles?
- Replies: 4
- Views: 1473
Re: Quaternion rotation, Conversion back to Euler angles?
@vivekSivamRP
Thanks, I'll mark this thread solved.
Thanks, I'll mark this thread solved.
- Fri Jan 17, 2014 3:21 am
- Forum: Advanced Help
- Topic: [SOLVED]Quaternion rotation,Conversion back to Euler angles?
- Replies: 4
- Views: 1473
Re: Quaternion rotation, Conversion back to Euler angles?
Just put the vertices in a scene node and call node->setRotation(45, 45, 45). I hope you realise that Euler angles are ambiguous. Once you apply the rotation about one axis, that affects the rotations about the other two. It is usual to apply the rotations in the order ZXY. This fits with aerodynam...
- Thu Jan 16, 2014 8:13 pm
- Forum: Advanced Help
- Topic: Drawing an icosahedron sphere with drawVertexPrimitiveList?
- Replies: 9
- Views: 1522
Re: Drawing an icosahedron sphere with drawVertexPrimitiveLi
Well, you're on the right track then. The drawIndexed* functions are just wrappers for drawVertexPrimitiveList. The values you need to check are vertexcount, primcount and the primitive type - you say you have 980 verts and 492 quads, which doesn't match at all the data you're providing. If you don...
- Thu Jan 16, 2014 6:55 pm
- Forum: Advanced Help
- Topic: [SOLVED]Quaternion rotation,Conversion back to Euler angles?
- Replies: 4
- Views: 1473
[SOLVED]Quaternion rotation,Conversion back to Euler angles?
I have a general idea of using quaternions for rotating a polygon. Lets suppose I have a polygon with 3 vertices and I want to rotate their positions 45 degrees along all 3 axes x, y and z. The question I want to get to the bottom of is what are the general steps for doing this. These are the steps ...
- Thu Jan 16, 2014 6:03 pm
- Forum: Advanced Help
- Topic: Drawing an icosahedron sphere with drawVertexPrimitiveList?
- Replies: 9
- Views: 1522
Re: Drawing an icosahedron sphere with drawVertexPrimitiveLi
the indices depend on the mesh you built I don't know how to build them for an isocaedron but if what you are asking is how to draw an indexed mesh there should be a call drawIndexedVertexPrimitiveList. How ever I would sugest using a mesh buffer and drawing using drawmeshbuffer. I tried finding th...
- Thu Jan 16, 2014 5:05 am
- Forum: Advanced Help
- Topic: Drawing an icosahedron sphere with drawVertexPrimitiveList?
- Replies: 9
- Views: 1522
Re: Drawing an icosahedron sphere with drawVertexPrimitiveLi
@Mongoose, Right, I would need to create a device with OPENGL as the driver, but using the vertexprimitive list is pretty standard in irrlicht, no? I suppose I could use glut but okay for the sake of setting up the vertexprimitivelist for drawing an icosahedron (which is what I titled this thread in...
- Wed Jan 15, 2014 6:07 am
- Forum: Advanced Help
- Topic: Drawing an icosahedron sphere with drawVertexPrimitiveList?
- Replies: 9
- Views: 1522
Drawing an icosahedron sphere with drawVertexPrimitiveList?
I have two files from this page http://people.sc.fsu.edu/~jburkardt%20/datasets/sphere_grid/sphere_grid.html where one of the files is called sphere_grid_icos1_f7_triangulation.txt and the other is sphere_grid_icos1_f7.xyz . The first file is the triangulation part which is supposed to be used for s...
- Mon Sep 09, 2013 8:57 pm
- Forum: Beginners Help
- Topic: [SOLVED] Drawing a colored line between two 3d points?
- Replies: 3
- Views: 379
Re: Drawing a colored line between two 3d points?
Color should be fine, but check the documentation - you have to set the transformation and the material first when working directly with the driver functions. I ended up creating an irr::video::SMaterial line_material; right before the 'gameloop' and then I used this. driver->beginScene(true, true,...
- Mon Sep 09, 2013 10:47 am
- Forum: Beginners Help
- Topic: [SOLVED] Drawing a colored line between two 3d points?
- Replies: 3
- Views: 379
[SOLVED] Drawing a colored line between two 3d points?
In the following code I draw a line between two points in 3 dimensions and I wanted to draw a green line. Any suggestions? EDIT I tried this line with changing the scolor but that made no difference... driver->draw3DLine(core::vector3df(x1, y1, z1), core::vector3df(x2, y2, z2), video::SColor(255,255...
- Fri Sep 06, 2013 12:38 am
- Forum: Advanced Help
- Topic: Using OpenGL nurbs with Irrlicht?
- Replies: 4
- Views: 684
Re: Using OpenGL nurbs with Irrlicht?
You would include GL, and place your drawing code after guienv->drawall() but before endScene(). Not too much hand-holding here ;) Thanks so far. I assume that only the function void display() is added between guienv->drawall() and endScene() and all the other parts are outside the while(device->ru...