Edit: Thanks so much! :D
Hi
I've been feeling a little bad about posting here so much. I tried to avoid it, but I just can't figure it out. I'm trying to delete the indices and vertices that compose a cube within a mesh that I used Lonesome Ducky's mesh combiner to meld together. From reading the ...
Search found 13 matches
- Thu Mar 01, 2012 7:59 am
- Forum: Beginners Help
- Topic: [Solved] Modify mesh
- Replies: 4
- Views: 546
- Tue Feb 28, 2012 1:45 am
- Forum: Beginners Help
- Topic: Find indices and vertices from triangle selector
- Replies: 4
- Views: 648
Re: Find indices and vertices from triangle selector
Thank you. This seems to be working exactly how I want it to.
- Mon Feb 27, 2012 8:25 am
- Forum: Beginners Help
- Topic: Find indices and vertices from triangle selector
- Replies: 4
- Views: 648
Find indices and vertices from triangle selector
I've spent the entire day googling, reading code and trying stuff out. Now I'm absolutely exhausted, but still without a solution to my problem: Erasing the selected triangle from the mesh.
REDDemon's been helping me out, and says that I need to create my own custom triangle selector. Trouble is, I ...
REDDemon's been helping me out, and says that I need to create my own custom triangle selector. Trouble is, I ...
- Fri Feb 24, 2012 9:05 pm
- Forum: Beginners Help
- Topic: Deleting unseen cube faces
- Replies: 4
- Views: 967
Re: Deleting unseen cube faces
Good advice, thank you. I'll try to figure out how to do it
- Fri Feb 24, 2012 7:15 am
- Forum: Beginners Help
- Topic: Deleting unseen cube faces
- Replies: 4
- Views: 967
Re: Deleting unseen cube faces
Thanks. How do I remove adjacent faces? How do I know if a face is adjacent to another cube?
- Fri Feb 24, 2012 4:59 am
- Forum: Beginners Help
- Topic: Deleting unseen cube faces
- Replies: 4
- Views: 967
Deleting unseen cube faces
Hello,
First of all, I did search and I couldn't find anything on this topic. If there is something, I apologise. From what I now know in my little project, I can't render more than 3600 cubes without massive FPS drops. So I did some homework and I think that Minecraft renders huge amounts of cubes ...
First of all, I did search and I couldn't find anything on this topic. If there is something, I apologise. From what I now know in my little project, I can't render more than 3600 cubes without massive FPS drops. So I did some homework and I think that Minecraft renders huge amounts of cubes ...
- Mon Feb 13, 2012 10:48 pm
- Forum: Beginners Help
- Topic: Getting camera position at two different times
- Replies: 7
- Views: 541
Re: Getting camera position at two different times
Sorry to bump this again, but I suppose it's important for anyone in the future with this problem. After some time, I noticed problems with my last solution. Turns out the code above doesn't work frame by frame as I once thought. So, I made a new solution. I created a variable and had it check ...
- Sun Feb 12, 2012 10:14 am
- Forum: Beginners Help
- Topic: Getting camera position at two different times
- Replies: 7
- Views: 541
Re: Getting camera position at two different times
Thanks everyone. I'll investigate what you suggested Mel, and look into updateAbsolutePosition.
Edit: The frames works perfectly for my needs. Code for anyone to follow in my footsteps:
int lastFPS = -1;
int fps;
// g_cam_current_pos & g_cam_last_pos are vector3df
while(g_device->run() && g ...
Edit: The frames works perfectly for my needs. Code for anyone to follow in my footsteps:
int lastFPS = -1;
int fps;
// g_cam_current_pos & g_cam_last_pos are vector3df
while(g_device->run() && g ...
- Sat Feb 11, 2012 5:48 am
- Forum: Beginners Help
- Topic: Getting camera position at two different times
- Replies: 7
- Views: 541
Re: Getting camera position at two different times
Sadly, this doesn't seem to be working. Is there a more reliable/elegant solution?
Edit: I'm going to try creating a thread which reports updates the camera position every 0.25 seconds. Seems like the easiest solution.
Edit2: Fantastic! This works. It's probably crude, but it works so I'm gonna go ...
Edit: I'm going to try creating a thread which reports updates the camera position every 0.25 seconds. Seems like the easiest solution.
Edit2: Fantastic! This works. It's probably crude, but it works so I'm gonna go ...
- Fri Feb 10, 2012 10:16 pm
- Forum: Beginners Help
- Topic: Getting camera position at two different times
- Replies: 7
- Views: 541
- Fri Feb 10, 2012 9:57 pm
- Forum: Beginners Help
- Topic: Getting camera position at two different times
- Replies: 7
- Views: 541
Getting camera position at two different times
I'm trying to determine which way the camera is moving by grabbing its position twice at two different times and comparing them. I tried to do this like so:
while(g_device->run() && g_driver)
if (g_device->isWindowActive())
{
g_driver->beginScene(true, true, SColor(0,200,200,200));
g_smgr ...
while(g_device->run() && g_driver)
if (g_device->isWindowActive())
{
g_driver->beginScene(true, true, SColor(0,200,200,200));
g_smgr ...
- Sat Feb 04, 2012 9:28 pm
- Forum: Beginners Help
- Topic: Adding collision to more than camera
- Replies: 1
- Views: 229
Re: Adding collision to more than camera
Thanks to a PM from ShyGuy, I think I may have this issue resolved. He linked me to his thread: http://irrlicht.sourceforge.net/forum/v ... =1&t=45767
- Sat Feb 04, 2012 7:34 pm
- Forum: Beginners Help
- Topic: Adding collision to more than camera
- Replies: 1
- Views: 229
Adding collision to more than camera
Hi everyone
I'm using Irrlicht to create something similar to Minecraft. I've succeeded in adding collision to a floating cube and the camera, but no matter what I do I can't seem to get it to work on other cubes. I can make the other cubes fall, but the camera still passes through them. My code is ...
I'm using Irrlicht to create something similar to Minecraft. I've succeeded in adding collision to a floating cube and the camera, but no matter what I do I can't seem to get it to work on other cubes. I can make the other cubes fall, but the camera still passes through them. My code is ...