Search found 5 matches
- Tue May 08, 2012 3:44 am
- Forum: Beginners Help
- Topic: Rotating a particle emitter?
- Replies: 2
- Views: 425
Re: Rotating a particle emitter?
Ah, that does the trick. I guess I just need to hold on to the emitter. It would really be nice if node rotations worked on particle emitters.
- Mon May 07, 2012 5:54 pm
- Forum: Beginners Help
- Topic: Rotating a particle emitter?
- Replies: 2
- Views: 425
Rotating a particle emitter?
I'm trying to use particle emitters to simulate rocket exhaust. Sometimes the rockets turn in flight and I'd like the exhaust to turn with them. There doesn't appear to be a way to rotate or change the direction the particles are emitted once by an IParticleSystemSceneNode except to create a new ...
- Fri Apr 27, 2012 7:36 am
- Forum: Beginners Help
- Topic: Access scene nodes from out of Main.cpp
- Replies: 20
- Views: 1916
Re: Access scene nodes from out of Main.cpp
Ok, I added a private ICameraSceneNode pointer (named "intcamera") to my MyEventReceiver class, set up a function to allow passing on the camera from Main.cpp to Receiver.cpp, like this:
void MyEventReceiver::setCamera(ICameraSceneNode *passedCamera)
{
intcamera = passedCamera; //internal ...
void MyEventReceiver::setCamera(ICameraSceneNode *passedCamera)
{
intcamera = passedCamera; //internal ...
- Sun Apr 22, 2012 5:34 am
- Forum: Beginners Help
- Topic: .
- Replies: 1
- Views: 272
Re: Collision in a class
getTriangleSelector is not a member of class Model, just like it says. For that to work, you need to add getTriangleSelector() { return node->getTriangleSelector(); } to your class.
You've created a very simple wrapper class. You might consider instead of having a pointer to IAnimatedMeshSceneNode ...
You've created a very simple wrapper class. You might consider instead of having a pointer to IAnimatedMeshSceneNode ...
- Sun Apr 22, 2012 4:39 am
- Forum: Beginners Help
- Topic: optimizing fps performance
- Replies: 15
- Views: 3107
Re: optimizing fps performance
I notice my geometry, animated geometry, textures and gui takes most of the impact on fps,
but what about the other stuff I have in the loop like alot of getPosition, setPosition, UpdatePosition, getDistanceFrom and animators?
Of all those functions, the getDistanceFrom() would most certainly ...
but what about the other stuff I have in the loop like alot of getPosition, setPosition, UpdatePosition, getDistanceFrom and animators?
Of all those functions, the getDistanceFrom() would most certainly ...