Search found 16 matches

by WWebber
Sun Jan 27, 2013 6:06 pm
Forum: Beginners Help
Topic: 3DS group smoothing supported in 1.8?
Replies: 10
Views: 771

Re: 3DS group smoothing supported in 1.8?

I - for instance - wrote my own 3dsmax importer - supporting of course smoothing groups. But as there were so many other things missing in IrrLicht, I moved now to Unity3D where I can now directly import entire FBX scenes.
by WWebber
Sat Jun 02, 2012 12:40 pm
Forum: Beginners Help
Topic: smgr->saveScene()
Replies: 3
Views: 384

Re: smgr->saveScene()

Thanks for the answer. Ok. This works! But what is now the best for reloading? I see that in the scene .IRR file there are already properties for each animatedscenenode which seem to be duplicated in each exported mesh file. On the other hand just loading the scene IRR file does not load the mesh da...
by WWebber
Thu May 31, 2012 2:43 pm
Forum: Beginners Help
Topic: smgr->saveScene()
Replies: 3
Views: 384

smgr->saveScene()

I create some nodes with "smgr->addAnimatedMeshSceneNode(AMesh)" but saveScene() does not save them at all.
CIrrMeshWriter::writeMesh() is never being called. What I'm not understanding?
by WWebber
Thu Mar 08, 2012 4:21 pm
Forum: Beginners Help
Topic: Scaling nodes
Replies: 2
Views: 165

Re: Scaling nodes

Again, thanks. This does it!
by WWebber
Thu Mar 08, 2012 3:51 pm
Forum: Beginners Help
Topic: Scaling nodes
Replies: 2
Views: 165

Scaling nodes

I have a node which shows properly with scale(1,1,1)
When I do

Code: Select all

node->setScale(vector3df(1.5,1.5,1.5);
then the color turns to white.
Which "update" function I'm missing? btw: i'm using only vertex colors.
by WWebber
Thu Mar 08, 2012 3:29 pm
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

Re: matrix4 vs. Eulerangles

thank you. problem solved.
by WWebber
Thu Mar 08, 2012 3:03 pm
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

Re: matrix4 vs. Eulerangles

hmm. when a matrix holds
1 0 0
0 -1 0
0 0 -1
then I expect scale to be {1,-1,-1}
invScale is then the same and invScale.Z is then -1 and not +1..
by WWebber
Thu Mar 08, 2012 2:56 pm
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

Re: matrix4 vs. Eulerangles

so the problem is invScale.. just debugging..
by WWebber
Thu Mar 08, 2012 1:57 pm
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

Re: matrix4 vs. Eulerangles

RAD Studio 2010, Win7x64, debug, 32bit, no fast math Stepping through the code of inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const                   if (!core::iszero(C))                 {                         const f64 invC = core::reciprocal(C);                         rotx = ma...
by WWebber
Thu Mar 08, 2012 12:41 pm
Forum: Beginners Help
Topic: Grouping nodes
Replies: 5
Views: 896

Re: Grouping nodes

You're right, I also never saw wildmagic being used somewhere - was just an idea. Maybe my general understanding problem arise only from the fact, that I started 3D developing before D3D existed. So I never ever used left-hand coordinates at all. With grouping I expected the "parenting" li...
by WWebber
Thu Mar 08, 2012 12:26 pm
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

Re: matrix4 vs. Eulerangles

I'm getting: { -0, -0, 0 }
by WWebber
Thu Mar 08, 2012 8:34 am
Forum: Beginners Help
Topic: Grouping nodes
Replies: 5
Views: 896

Re: Grouping nodes

Of course I can "localize" the coordinate frame but I still don't understand the logics. Don't flame me now, but after using the DLL for 1 week, I have the personal feeling that somebody started to write a 3d engine without any deep experience on any other 3d software packages or reading b...
by WWebber
Thu Mar 08, 2012 8:15 am
Forum: Bug reports
Topic: [fixed]matrix4 vs. Eulerangles
Replies: 10
Views: 1217

[fixed]matrix4 vs. Eulerangles

Why does this fail?

Code: Select all

 
float mat1f[] = {1,0,0,0,  0,-1,0,0,  0,0,-1,0,  0,0,0,0 };
core::matrix4 mat1;
for (int i=0; i<16; i++)
  mat1[i]=mat1f[i];
core::vector3df rot1 = mat1.getRotationDegrees( );
 
I would expect somewhere 180 degrees?!
by WWebber
Tue Mar 06, 2012 5:23 pm
Forum: Beginners Help
Topic: Grouping nodes
Replies: 5
Views: 896

Grouping nodes

Somehow I don't understand the logics behind the transformations being used. Background: I want to "group" nodes which are already positioned with it's own pivot in the scene. So I create a dummynode and position it somewhere in the scene. When I just "parent" some child nodes to...
by WWebber
Tue Mar 06, 2012 5:14 pm
Forum: Beginners Help
Topic: Embarcadero/Borland
Replies: 2
Views: 317

Re: Embarcadero/Borland

Hmm. AFAIR there were cases where irrmath.h was not included at all. I forgot if it had to do with DLL or the samples.
Weird, but I removed this define again and interestingly I can compile the DLL!? Maybe I have to investigate this again.