Search found 20 matches

by zielin
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?
by zielin
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.
by zielin
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...
by zielin
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.
by zielin
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...
by zielin
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 ...
by zielin
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...
by zielin
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...
by zielin
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...
by zielin
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...
by zielin
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.
by zielin
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 ...
by zielin
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 ...
by zielin
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.
by zielin
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...