Search found 12 matches
- 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
- 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...
- 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 ...
- 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...
- 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
"wglext.h" with "wglew.h"
too lazy to git that TBH
- 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...
- 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
terrain->getMesh()->getBoundingBox().intersectsWithBox(sydney->getBoundingBox())
or like christian said... you can put invisible node....then check against distance or whatsoever
- Thu Sep 26, 2013 1:50 pm
- Forum: Beginners Help
- Topic: OpenGL 4?
- Replies: 16
- Views: 2031
Re: OpenGL 4?
well yes cause thats how i use GLEW in irrlichtaaammmsterdddam 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?
my irrlicht project is containing GLEW.C and im building GLEW within irrlicht
do you want me to upload it on github?
- 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...
- 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...
- 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
wich look like an HDD dependent file loading function
thank you
- 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
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