Search found 16 matches
- 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.
- 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...
- 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?
CIrrMeshWriter::writeMesh() is never being called. What I'm not understanding?
- 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!
- 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 dothen the color turns to white.
Which "update" function I'm missing? btw: i'm using only vertex colors.
When I do
Code: Select all
node->setScale(vector3df(1.5,1.5,1.5);
Which "update" function I'm missing? btw: i'm using only vertex colors.
- 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.
- 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..
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..
- 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..
- 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...
- 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...
- 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 }
- 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...
- 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?
I would expect somewhere 180 degrees?!
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( );
- 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...
- 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.
Weird, but I removed this define again and interestingly I can compile the DLL!? Maybe I have to investigate this again.