Search found 15 matches
- Sun Jun 03, 2012 5:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Idea about improving the Loadscene command
- Replies: 23
- Views: 5067
Re: Idea about improving the Loadscene command
i have another idea to improve the loadScene command. maybe it should have option to pass a parent scenenode to the loaded scene. that way u could use the the sceneformat to prepare probs for ur game then load them and have it seperate from the rest of the scene. so u could use it to setup particle...
- Mon Feb 27, 2012 2:39 pm
- Forum: Beginners Help
- Topic: getscenenodeandcollisionpointfromray() return nothing
- Replies: 10
- Views: 1106
Re: getscenenodeandcollisionpointfromray() return nothing
I'm a noob, I hadn't use setTriangleSelector !Use the scene manager to createTriangleSelector() for the node and then call setTriangleSelector(). According to the documentation:
It works very well, happy !
Thank you
- Mon Feb 27, 2012 12:04 pm
- Forum: Beginners Help
- Topic: getscenenodeandcollisionpointfromray() return nothing
- Replies: 10
- Views: 1106
Re: getscenenodeandcollisionpointfromray() return nothing
Yes.
But I shouldn't drop them ?
But I shouldn't drop them ?
- Mon Feb 27, 2012 11:16 am
- Forum: Beginners Help
- Topic: getscenenodeandcollisionpointfromray() return nothing
- Replies: 10
- Views: 1106
Re: getscenenodeandcollisionpointfromray() return nothing
Is it possible that my code don't work because I have ->drop(); my selectors and metaselectors ?Also, each node that you test against has to have a triangle selector set for it or that method ("getSceneNodeAndCollisionPointFromRay()") won't work for that node.
- Sat Dec 24, 2011 9:58 am
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
Ok i understand. I will try to isolate the problem in order to post a case.
- Fri Dec 23, 2011 7:32 pm
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
a case ?
- Fri Dec 23, 2011 7:02 pm
- Forum: Beginners Help
- Topic: getscenenodeandcollisionpointfromray() return nothing
- Replies: 10
- Views: 1106
Re: getscenenodeandcollisionpointfromray() return nothing
Yes i have try 0.
- Fri Dec 23, 2011 4:22 pm
- Forum: Beginners Help
- Topic: getscenenodeandcollisionpointfromray() return nothing
- Replies: 10
- Views: 1106
getscenenodeandcollisionpointfromray() return nothing
Hi, I have a problem with getscenenodeandcollisionpointfromray(), this fonctio always return a null sceneNode. I have checked that the ray what i use cross some other nodes with draw3Dline, but the fonction getscenenodeandcollisionpointfromray() don't return a node. I want to check all the scene. My...
- Fri Dec 23, 2011 4:08 pm
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
- Tue Nov 15, 2011 5:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What are the plans for Irrlicht 1.8 and further?
- Replies: 264
- Views: 53321
Re: What are the plans for Irrlicht 1.8 and further?
One year since the last release...
- Wed Oct 26, 2011 3:30 pm
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
I don't have the problem with a camera, but with an animatedMeshSceneNode what I move...
- Wed Oct 26, 2011 10:54 am
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
Somebody has an idea ?
-The walls hasn't on a vertex or an edge
-When I am to a A pos and I go go to a B pos, no problem. But there is this wall when i'm to B and I go to A.
-The walls hasn't on a vertex or an edge
-When I am to a A pos and I go go to a B pos, no problem. But there is this wall when i'm to B and I go to A.
- Sat Aug 20, 2011 6:11 pm
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
Ok, but I don't know what I can doing...
I will test with a very simple mesh for my terrain.
If after the collisions is always bugged, may be a problem with Irrlicht (because for my problem's test, I have just put the terrain's mesh in the selector).
I will test with a very simple mesh for my terrain.
If after the collisions is always bugged, may be a problem with Irrlicht (because for my problem's test, I have just put the terrain's mesh in the selector).
- Sat Aug 20, 2011 1:19 pm
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
Re: CollisionReponseAnimator
Hi and thank you for your answer,
but i have try a lot of slidingValue, but I have always the problem.
Have you got an other idea ?
ps : there isn't documentation about the sliding value.
What is it and what is the min/max of this value ?
but i have try a lot of slidingValue, but I have always the problem.
Have you got an other idea ?
ps : there isn't documentation about the sliding value.
What is it and what is the min/max of this value ?
- Thu Aug 18, 2011 11:57 am
- Forum: Bug reports
- Topic: CollisionReponseAnimator
- Replies: 13
- Views: 1794
CollisionReponseAnimator
Hi, I think there is a bug with the collisionReponseAnimator. When i use it, he work's perfectly, he detects all the collisions, but sometime, there are "invisible wall" in the map. I have try to simplify the metaSelector, look the wireframe of the map, but i don't see where is the problem...