Search found 20 matches
- Fri Mar 10, 2023 2:09 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Updated ImGui Binder
- Replies: 2
- Views: 2774
Re: Updated ImGui Binder
Hello, great info. Is it working with trunk version of Irrlicht?
- Fri Dec 21, 2018 4:00 pm
- Forum: Advanced Help
- Topic: TerrainSceneNode - get triangles
- Replies: 2
- Views: 978
Re: TerrainSceneNode - get triangles
Thanks, I'll check it.
- Thu Dec 20, 2018 12:57 pm
- Forum: Advanced Help
- Topic: TerrainSceneNode - get triangles
- Replies: 2
- Views: 978
TerrainSceneNode - get triangles
Hello, I see that terrain scene node generated via heightmap differs from other nodes because indices are empty. I try to get all triangles used in terrain to pass them into bullet mesh shape, but I can't find any proper way to do it. I'll be grateful if somoene tell me how to generate triangles for...
- Fri Oct 20, 2017 7:57 am
- Forum: Open Discussion and Dev Announcements
- Topic: ISceneNodel custom data
- Replies: 4
- Views: 1622
Re: ISceneNodel custom data
Yes, I wrote some setters and getters and extended data seerialization and deserialization, so values could be saved into XML irrlicht file.
I'll publish code after I refactor it.
I'll publish code after I refactor it.
- Sun Oct 15, 2017 11:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: ISceneNodel custom data
- Replies: 4
- Views: 1622
Re: ISceneNodel custom data
Using callbacks during scene node destruction may provide mechanism for removing unused pointers from map, so storing pointers as key would be a good solution. However Irrlicht should provide some functions like setProperty(name, value) and getProperty(name) on ISceneNode for general purpose propert...
- Sun Oct 15, 2017 8:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: ISceneNodel custom data
- Replies: 4
- Views: 1622
ISceneNodel custom data
Hello, I can't find any mechanism that allows storing custom data per ISceneNode. IAttributeExchangingObject which is base class for ISceneNode, contains only method for serialization and deserialization of parameters like rotation, position scale etc. but there is not any method for custom data. I ...
- Mon Dec 09, 2013 9:02 am
- Forum: Open Discussion and Dev Announcements
- Topic: FBX support and other helpfull stuff
- Replies: 6
- Views: 4678
Re: FBX support and other helpfull stuff
hendu: I was wondering about it and now got response. kklouzal, moongoose7: I could write loader for FBX, no problem, but i think it's more complicated because of Irrlicht project organisation. I think there should be subprojects under Irrlicht project, separated by functionality, destination or lic...
- Sun Dec 08, 2013 11:29 pm
- Forum: Open Discussion and Dev Announcements
- Topic: FBX support and other helpfull stuff
- Replies: 6
- Views: 4678
FBX support and other helpfull stuff
Hi, I've been searching information about fbx support in Irrlicht and I have found nothing special. I have noticed, that FBX support is'nt in trunk. I think that FBX format is very good idea to implement in Irrlicht because it has good Autodesk's support and scenes exported with it should be properl...
- Tue Dec 03, 2013 9:59 pm
- Forum: Advanced Help
- Topic: [SOLVED] Obj transparency problem
- Replies: 2
- Views: 670
Re: [SOLVED] Obj transparency problem
As hybrid said, problem was in material but not in model but code. Somewhere deep in function responsible for replacement of models, i've been overwriting material type in something default without information about alpha. Now I'm using EMT_TRANSPARENT_ALPHA_CHANNEL on loaded model and everything is...
- Thu Nov 14, 2013 1:10 am
- Forum: Advanced Help
- Topic: [SOLVED] Obj transparency problem
- Replies: 2
- Views: 670
[SOLVED] Obj transparency problem
Hello, I have problem during model loading from obj. I'm using Irrlicht 1.8. I have tree model, which has leaves created on polygons with textures (TGA). Problem is that around leaves i have white or black 'halo'. Here is my code: scene::IMesh *mesh = m_device->getSceneManager()->getMe...
- Fri Jun 07, 2013 5:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Supported platforms
- Replies: 4
- Views: 1965
Re: Supported platforms
Here is presentation which I've found on MSDN: http://channel9.msdn.com/Events/Build/2012/3-046
In the same presentation they say that Ogre3D is running under this platform. It would be nice to run Irllicht there.
In the same presentation they say that Ogre3D is running under this platform. It would be nice to run Irllicht there.
- Thu Jun 06, 2013 4:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Supported platforms
- Replies: 4
- Views: 1965
Supported platforms
Hello, I have some questions about supported platforms by Irrlicht. 1. Is there possibility to deploy Irrlicht project into MS Store ? 2. Are there plans to support Windows Mobile 8 platform ? Somewhere I've found information that MS allows writing C++ apps for Win Mobile 8 and Ogre3D was listed as ...
- Fri Sep 28, 2012 10:01 am
- Forum: Beginners Help
- Topic: Screenshot resolution
- Replies: 4
- Views: 770
Re: Screenshot resolution
Ok, all errors resulted from my mistakes which were not connected with Irrlicht. Black screens were created when I was killling timerevent threads responsible for rendering frames. After cheange from killing timer to thread synchronization based on mutex everything started working fine. Now locking ...
- Fri Sep 28, 2012 9:30 am
- Forum: Beginners Help
- Topic: Screenshot resolution
- Replies: 4
- Views: 770
Re: Screenshot resolution
Partially I solved the problem. It was my mistake which comes from thread synchronization. Now it renders but i get black background. When I solve it I'll write why I get error.
- Fri Sep 28, 2012 9:11 am
- Forum: Beginners Help
- Topic: Screenshot resolution
- Replies: 4
- Views: 770
Re: Screenshot resolution
Ok, currently I have this code for saving my Textures into files but I get only black screenshots. They have set resolution prpoperly, but they are empty. Probably setting the cammera is obsolete so I only change rendering target, Nothing else. My rendering device is Directx9. irr:video::ITextur...