Search found 12 matches

by xt_hydra
Sun Nov 03, 2013 11:41 pm
Forum: Beginners Help
Topic: ViewFrustum of FPS vs Maya Cameras
Replies: 6
Views: 540

Re: ViewFrustum of FPS vs Maya Cameras

actually i was going crazy... i was sending wrong position to my function...sorry guys lol
by xt_hydra
Sun Nov 03, 2013 10:15 pm
Forum: Beginners Help
Topic: ViewFrustum of FPS vs Maya Cameras
Replies: 6
Views: 540

Re: ViewFrustum of FPS vs Maya Cameras

i dont know why but the ray only work when i follow a target with the camera...otherwise the ray point at target(0,0,0) despising the camera position but when i output camera->getTarget ,numbers are moving thats....actually hard.. for me to understand.. i think im going nuts cause i tried to make th...
by xt_hydra
Wed Oct 30, 2013 11:13 pm
Forum: Beginners Help
Topic: ViewFrustum of FPS vs Maya Cameras
Replies: 6
Views: 540

Re: ViewFrustum of FPS vs Maya Cameras

That would be a bug. But I don't really expect it as the collision demo is using a fps camera and works. you are right it work when you use irrlicht collision detector but its like if FPS doesnt update the ViewFrustum wich cause the "RayFromScreencoordinate" to fail updating because when ...
by xt_hydra
Wed Oct 30, 2013 5:03 pm
Forum: Beginners Help
Topic: ViewFrustum of FPS vs Maya Cameras
Replies: 6
Views: 540

ViewFrustum of FPS vs Maya Cameras

is it a bug that i cannot use a FPS camera to query a "direction" to send to Bullet physic by using irr::core::line3df ray = device->getSceneManager()->getSceneCollisionManager()->getRayFromScreenCoordinates(clickPosition, FPScam); while infact i can use a Maya Camera to query the directio...
by xt_hydra
Fri Sep 27, 2013 10:02 am
Forum: Beginners Help
Topic: OpenGL 4?
Replies: 16
Views: 2031

Re: OpenGL 4?

OH... im going to point out that iiiiiif you really want the glew extension you need to replace
"wglext.h" with "wglew.h"

too lazy to git that TBH
by xt_hydra
Fri Sep 27, 2013 7:44 am
Forum: Beginners Help
Topic: OpenGL 4?
Replies: 16
Views: 2031

Re: OpenGL 4?

So I ask, is it as I think that xt_hydra's code snippet won't work as a replacement for the irrlicht OpenGL implementation? well yes cause thats how i use GLEW in irrlicht my irrlicht project is containing GLEW.C and im building GLEW within irrlicht do you want me to upload it on github? your imple...
by xt_hydra
Thu Sep 26, 2013 8:15 pm
Forum: Beginners Help
Topic: Easiest Approach to classic Trigger/Event Maps
Replies: 14
Views: 1355

Re: Easiest Approach to classic Trigger/Event Maps

you can check if the animated mesh is intersecting against praticly everything by querying the "IMesh"
terrain->getMesh()->getBoundingBox().intersectsWithBox(sydney->getBoundingBox())

or like christian said... you can put invisible node....then check against distance or whatsoever
by xt_hydra
Thu Sep 26, 2013 1:50 pm
Forum: Beginners Help
Topic: OpenGL 4?
Replies: 16
Views: 2031

Re: OpenGL 4?

aaammmsterdddam wrote:So I ask, is it as I think that xt_hydra's code snippet won't work as a replacement for the irrlicht OpenGL implementation?
well yes cause thats how i use GLEW in irrlicht
my irrlicht project is containing GLEW.C and im building GLEW within irrlicht

do you want me to upload it on github?
by xt_hydra
Tue Sep 24, 2013 6:53 am
Forum: Beginners Help
Topic: OpenGL 4?
Replies: 16
Views: 2031

Re: OpenGL 4?

#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_ //! SDL constructor and init code COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params,         io::IFileSystem* io, CIrrDeviceSDL* device) : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(),     CurrentRenderMode(ERM_NONE), Re...
by xt_hydra
Sun Sep 30, 2012 5:57 pm
Forum: Beginners Help
Topic: maya camera into TPC
Replies: 1
Views: 262

maya camera into TPC

so.. i downloaded irrbullet, i check their examples and find a character demo theres a camera controller that follow the character and rotate around the character or something like that since the camera is not FPCam.. and alot of people saying that for making TPCam you should use FPCam.. i was septi...
by xt_hydra
Thu Sep 20, 2012 6:10 am
Forum: Beginners Help
Topic: I/O Speed
Replies: 5
Views: 443

Re: I/O Speed

according to the timer, the next function is : video::IImage* heightMap = SceneManager->getVideoDriver()->createImageFromFile(file);

wich look like an HDD dependent file loading function

thank you
by xt_hydra
Wed Sep 19, 2012 5:16 am
Forum: Beginners Help
Topic: I/O Speed
Replies: 5
Views: 443

I/O Speed

whats is the factor that cause the engine to print the speed from wich a terrain has been generated?
HDD or CPU or both?

if for example i caculate 900 000 / 100 * 0.032 = 256 KB
i mean my terrain wich is in binary is 256 kb

i mean technically that look like 1 of my memory stick speed