Thanks for replies!
The Android port of the engine I'm using is based on Irrlicht 1.7.0.
Were any bugs connected with animation fixed in later releases till 1.7.2?
Thank you.
Search found 39 matches
- Thu Sep 22, 2011 9:04 am
- Forum: Beginners Help
- Topic: How to force animation
- Replies: 6
- Views: 456
- Sun Sep 18, 2011 6:57 pm
- Forum: Beginners Help
- Topic: How to force animation
- Replies: 6
- Views: 456
Re: How to force animation
Shadowslair, thanks for reply. 1. I was hoping that setCurrentFrame() can help more quickly switch between animations. Should I even count on that? Perhaps you prompt me, in what circumstances it is appropriate to use setCurrentFrame()? 2. I use empty scene node as a parent for my animated nodes to ...
- Sun Sep 18, 2011 10:16 am
- Forum: Beginners Help
- Topic: How to force animation
- Replies: 6
- Views: 456
How to force animation
Using Irrlicht to develop a mobile game for the Android. Using the android port for GLES 1.1. There are about 15,000 polygons in the scene. Terrain, skydome, static and animated 3D objects are models of the scene. FPS is 28 - 30. Using skeletal animation. To play the animation using two meshes of fo...
- Sun Sep 18, 2011 8:56 am
- Forum: Beginners Help
- Topic: Cyrillic symbols in ITextSceneNode
- Replies: 2
- Views: 324
Re: Cyrillic symbols in ITextSceneNode
Hybrid, thank you very much!
- Wed Aug 31, 2011 2:10 pm
- Forum: Beginners Help
- Topic: Cyrillic symbols in ITextSceneNode
- Replies: 2
- Views: 324
Cyrillic symbols in ITextSceneNode
Mobile game on Android. I'm using ITextSceneNode to show players names. Name can be written in Russian. I get it from server, convert from Java to C++ through JNI. (GetStringUTFChars) As a result I get name as const char*. ITextSceneNode requires text as wchar_t*. To convert the text from const char...
- Tue Aug 30, 2011 7:26 am
- Forum: Beginners Help
- Topic: Animated meshes and fps
- Replies: 12
- Views: 561
Re: Animated meshes and fps
Ok!
Now it's clear.
Thank you very much!
Now it's clear.
Thank you very much!
- Mon Aug 29, 2011 4:10 pm
- Forum: Beginners Help
- Topic: Animated meshes and fps
- Replies: 12
- Views: 561
Re: Animated meshes and fps
I'm sorry, but my last question was
"How can I add removed node to the scene graph again without mesh loading?"
How can I return saved pointer (*IAnimatedSceneNode) to the scene graph?
"How can I add removed node to the scene graph again without mesh loading?"
How can I return saved pointer (*IAnimatedSceneNode) to the scene graph?
- Mon Aug 29, 2011 1:41 pm
- Forum: Beginners Help
- Topic: Animated meshes and fps
- Replies: 12
- Views: 561
Re: Animated meshes and fps
Why don't you try it yourself? I help if you get stuck and have specific questions. Ok. So, I create two nodes ISceneNode* parent = smgr->addEmptySceneNode(0, 100); IAnimatedMeshSceneNode* child = smgr->addAnimatedMeshSceneNode(smgr->getMesh(workingDirectory + modelPath), parent); I want to remove ...
- Mon Aug 29, 2011 12:20 pm
- Forum: Beginners Help
- Topic: Animated meshes and fps
- Replies: 12
- Views: 561
Re: Animated meshes and fps
Animations are not calculated when the nodes are invisible, transformations are still needed. Although those are usually not so expensive. But you can also remove nodes completely from the scenegraph. Just put them into some other structure which contains 2 ISceneNode pointers. One for the parent a...
- Mon Aug 08, 2011 8:12 am
- Forum: Beginners Help
- Topic: Animation and performance
- Replies: 2
- Views: 183
Re: Animation and performance
shadowslair, thank you!
- Sun Aug 07, 2011 10:45 am
- Forum: Beginners Help
- Topic: The name of the character
- Replies: 2
- Views: 329
Re: The name of the character
Iyad, thank you very much!
- Sun Aug 07, 2011 10:44 am
- Forum: Beginners Help
- Topic: Irrlicht Parent and Child nodes
- Replies: 9
- Views: 1036
Re: Irrlicht Parent and Child nodes
Ok, thank you!
I'll try!
I'll try!
- Sat Aug 06, 2011 10:10 pm
- Forum: Beginners Help
- Topic: The name of the character
- Replies: 2
- Views: 329
The name of the character
Have animated moving meshes for the characters.
I want to write the name of each of them over the head of the model.
How can I do that?
Thank you.
I want to write the name of each of them over the head of the model.
How can I do that?
Thank you.
- Sat Aug 06, 2011 9:32 pm
- Forum: Beginners Help
- Topic: Irrlicht Parent and Child nodes
- Replies: 9
- Views: 1036
Re: Irrlicht Parent and Child nodes
CuteAlien, how do you think can I combine terrain and static meshes with extensions
and create Octree node after that from combined mesh to get more effective
rendering by reducing draw calls this way?
Thank you!
and create Octree node after that from combined mesh to get more effective
rendering by reducing draw calls this way?
Thank you!
- Sat Aug 06, 2011 5:28 pm
- Forum: Beginners Help
- Topic: Irrlicht Parent and Child nodes
- Replies: 9
- Views: 1036
Re: Irrlicht Parent and Child nodes
Are the Irrlicht extensions like CBatchingMesh or CMeshCombiner suitable for animated meshes?
Thank you.
Thank you.