I was wondering if it is possible to use XEffects and per-pixel lighting at the same time, because whenever I set up a normal map for my model they appear black ingame.
Search found 16 matches
- Sun Jan 08, 2012 11:35 am
- Forum: Beginners Help
- Topic: Is it possible to use normal maps with XEffects ?
- Replies: 1
- Views: 230
Is it possible to use normal maps with XEffects ?
Hi guys,
I was wondering if it is possible to use XEffects and per-pixel lighting at the same time, because whenever I set up a normal map for my model they appear black ingame.
I was wondering if it is possible to use XEffects and per-pixel lighting at the same time, because whenever I set up a normal map for my model they appear black ingame.
- Fri Jan 06, 2012 8:33 pm
- Forum: Beginners Help
- Topic: [IrrBullet] Issue using IConvexHullShapes
- Replies: 7
- Views: 607
Re: [IrrBullet] Issue using IConvexHullShapes
I just found this post from jaeg: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=36861&start=315#p257845
He says that he isn't able to apply forces to his characters when using an IConvexHullShape so I guess it's normal. I think I'll stay with my IBoxShape, although there are many ...
He says that he isn't able to apply forces to his characters when using an IConvexHullShape so I guess it's normal. I think I'll stay with my IBoxShape, although there are many ...
- Fri Jan 06, 2012 6:13 pm
- Forum: Beginners Help
- Topic: [IrrBullet] Issue using IConvexHullShapes
- Replies: 7
- Views: 607
Re: [IrrBullet] Issue using IConvexHullShapes
Yes it has its own debug drawer. But everything is working fine, except for the rotations. The rigidbodies just stay in the same rotation as they were created. 
- Fri Jan 06, 2012 1:02 pm
- Forum: Beginners Help
- Topic: [IrrBullet] Issue using IConvexHullShapes
- Replies: 7
- Views: 607
Re: [IrrBullet] Issue using IConvexHullShapes
Okay but I don't see what will help me if I draw debug infos..
- Wed Jan 04, 2012 12:19 pm
- Forum: Beginners Help
- Topic: [IrrBullet] Issue using IConvexHullShapes
- Replies: 7
- Views: 607
Re: [IrrBullet] Issue using IConvexHullShapes
Nobody has an idea why IrrBullet is doing this? 
- Sun Jan 01, 2012 5:08 pm
- Forum: Beginners Help
- Topic: [IrrBullet] Issue using IConvexHullShapes
- Replies: 7
- Views: 607
[IrrBullet] Issue using IConvexHullShapes
Hey everyone !
I've got a weird issue when using the IConvexHullShapes from irrBullet. My Rigidbodies dont rotate, no matter how they hit the ground, they stay in the same position. Here's a screen of the issue:
http://sd-1.archive-host.com/membres/images/180403467445600058/MyFPS_2012-01-01_17-56 ...
I've got a weird issue when using the IConvexHullShapes from irrBullet. My Rigidbodies dont rotate, no matter how they hit the ground, they stay in the same position. Here's a screen of the issue:
http://sd-1.archive-host.com/membres/images/180403467445600058/MyFPS_2012-01-01_17-56 ...
- Thu Dec 22, 2011 9:23 pm
- Forum: Advanced Help
- Topic: Lag in child of IBoneSceneNode
- Replies: 10
- Views: 2061
Re: Lag in child of IBoneSceneNode
I don't know if you solved your problem since then but I was experiencing the same issue and here's my solution:
You have to change the joint mode:
to
You have to change the joint mode:
Code: Select all
myAnimatedMeshSceneNode->setJointMode(EJUOR_CONTROL);Code: Select all
myAnimatedMeshSceneNode->setJointMode(EJUOR_READ);- Wed Oct 19, 2011 6:52 pm
- Forum: Beginners Help
- Topic: [Solved][IrrBullet] Get Rigidbody from Node
- Replies: 9
- Views: 968
Re: [IrrBullet] Get Rigidbody from Node
Oops, nevermind, I just rewrited everything and it's working fine, thanks !
- Wed Oct 19, 2011 10:18 am
- Forum: Beginners Help
- Topic: [Solved][IrrBullet] Get Rigidbody from Node
- Replies: 9
- Views: 968
Re: [IrrBullet] Get Rigidbody from Node
Thanks everybody for your answers !
Hope the following could keep you going.
You could pass the map as reference to the rigid body setup function:
=====================================================================
IRigidBody* setupRigidBody
(
core::map<scene::ISceneNode*, IRigidBody ...
Hope the following could keep you going.
You could pass the map as reference to the rigid body setup function:
=====================================================================
IRigidBody* setupRigidBody
(
core::map<scene::ISceneNode*, IRigidBody ...
- Sat Oct 15, 2011 2:34 pm
- Forum: Beginners Help
- Topic: [Solved][IrrBullet] Get Rigidbody from Node
- Replies: 9
- Views: 968
Re: [IrrBullet] Get Rigidbody from Node
Thank you Radikalizm, I'll try your method but I know I will have a problem for this :
and use this node to look up your rigid body in the map you created earlier
Wich function can I use to perform this ?
@Serengeor: Humm, yeah I'm doing ray tests with Irrlicht ^^' what's wrong with that ? Is it ...
and use this node to look up your rigid body in the map you created earlier
Wich function can I use to perform this ?
@Serengeor: Humm, yeah I'm doing ray tests with Irrlicht ^^' what's wrong with that ? Is it ...
- Sat Oct 15, 2011 1:59 pm
- Forum: Beginners Help
- Topic: [Solved][IrrBullet] Get Rigidbody from Node
- Replies: 9
- Views: 968
Re: [IrrBullet] Get Rigidbody from Node
Thanks ! Here's an extract of my code at the moment:
When the body is added to IrrBullet world:
IRigidBody *body;
body = world->addRigidBody(shape);
core::map<scene::ISceneNode* , IRigidBody* > *NodeBodyMap;
NodeBodyMap->set(Node, body);
return body;
and then when I do the raycast:
scene ...
When the body is added to IrrBullet world:
IRigidBody *body;
body = world->addRigidBody(shape);
core::map<scene::ISceneNode* , IRigidBody* > *NodeBodyMap;
NodeBodyMap->set(Node, body);
return body;
and then when I do the raycast:
scene ...
- Sat Oct 15, 2011 10:40 am
- Forum: Beginners Help
- Topic: [Solved][IrrBullet] Get Rigidbody from Node
- Replies: 9
- Views: 968
[Solved][IrrBullet] Get Rigidbody from Node
Hello everyone !
I'm working on a FPS project using IrrBullet for physics and I have a small problem:
When the player shots, I make a raycast using this function: getSceneNodeAndCollisionPointFromRay() wich returns the object "hit by the bullet". Now, I would like to apply a force to the objet ...
I'm working on a FPS project using IrrBullet for physics and I have a small problem:
When the player shots, I make a raycast using this function: getSceneNodeAndCollisionPointFromRay() wich returns the object "hit by the bullet". Now, I would like to apply a force to the objet ...
- Wed Aug 24, 2011 6:08 pm
- Forum: Beginners Help
- Topic: How to use the .b3d patch
- Replies: 3
- Views: 249
Re: How to use the .b3d patch
Thanks guys !

I just wanted to have something up to date and debuggedshadowslair wrote: But, if you have some problems importing a .b3d model inside your app, I`m not 100% sure this is causing you troubles. Most probably it`s the exporter and the settings you use.
- Tue Aug 23, 2011 3:43 pm
- Forum: Beginners Help
- Topic: How to use the .b3d patch
- Replies: 3
- Views: 249
How to use the .b3d patch
Hello,
I'd like to know how to apply the patch from Auria that I found here.
Do I have to modify CB3DMeshFileLoader.cpp (wich I can't find) or is it a file that I have to add to my actual project and load .b3d models through it ?
I'd like to know how to apply the patch from Auria that I found here.
Do I have to modify CB3DMeshFileLoader.cpp (wich I can't find) or is it a file that I have to add to my actual project and load .b3d models through it ?
- Sun Mar 06, 2011 8:23 am
- Forum: Beginners Help
- Topic: Problem animating a simple .b3d model exported from Blender.
- Replies: 5
- Views: 629