Search found 17 matches
- Mon Sep 23, 2013 2:29 pm
- Forum: Game Programming
- Topic: IrrBullet Rigid body Character
- Replies: 4
- Views: 6041
Re: IrrBullet Rigid body Character
Fast "hack" that works for me- btVector3 vector(position.X, position.Y, position.Z); btMotionState*mste=rigidBody->getMotionState(); btTransform tr; tr=rigidBody->getWorldTransform(); tr.setOrigin(vector); rigidBody->setWorldTransform(tr); mste->getWorldTransform(tr); tr.setOrigin(vector...
- Mon Sep 16, 2013 6:39 am
- Forum: Off-topic
- Topic: questions about getting started
- Replies: 5
- Views: 1692
Re: questions about getting started
I think you can start to work with default engine's features right now. Builtin features mostly do not require from you to know complicated internals of the DirectX or OpenGl. And when you will become comfortable with it and standard materials will not satisfy your needs, you can learn how to use GL...
- Sat Sep 07, 2013 9:26 am
- Forum: Beginners Help
- Topic: Model & separate motion data
- Replies: 3
- Views: 428
Re: Model & separate motion data
And notice for some one,who is very inattentive as I am!
You should check, if Irrlicht library compiled with enabled RTTI. Without RTTI operator "dynamic_cast" stops to work, and you will spend time to understand why.
You should check, if Irrlicht library compiled with enabled RTTI. Without RTTI operator "dynamic_cast" stops to work, and you will spend time to understand why.
- Tue Aug 06, 2013 6:56 pm
- Forum: Beginners Help
- Topic: irrEdit and Parallax map
- Replies: 2
- Views: 449
Re: irrEdit and Parallax map
It is not a format problem. You should generate tangents manualy.
Look at the MeshManipulator.createMeshWithTangents()
Look at the MeshManipulator.createMeshWithTangents()
- Mon Aug 05, 2013 9:08 am
- Forum: Beginners Help
- Topic: Model & separate motion data
- Replies: 3
- Views: 428
Re: Model & separate motion data
It seems it is possible. In my test project I have created many model with bones(biped) and applied skin modificator and without animation. After that I created one biped that has the same bone structure as in the models. Then I made walk animation in biped and exported all models in X format. In ir...
- Tue Jul 16, 2013 6:06 am
- Forum: Beginners Help
- Topic: irrlicht + bullet getmesh() not working properly
- Replies: 5
- Views: 1059
Re: irrlicht + bullet getmesh() not working properly
I have experienced this issue to. Collision mesh did not work properly. I had no clues how to workaround it until enable debug drawing. After that I saw that collision mesh(and also ITriangleSelector returned from ISceneCollisionManager) is transformed relative to original mesh(translated, rotated, ...
- Thu Jul 04, 2013 10:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: shader programs management
- Replies: 29
- Views: 8827
Re: shader programs management
When I debug creating of shader I saw only creation of the new IMaterialRenderer, not material(we add it to our material later, as material type). And Material does not free renderers in destructor. That is why there is no sense to drop material in order to unload shader. Please correct me if I am w...
- Thu Jul 04, 2013 8:47 am
- Forum: Open Discussion and Dev Announcements
- Topic: shader programs management
- Replies: 29
- Views: 8827
Re: shader programs management
I also didn't find official way to remove compiled shaders, that is why I have following workaround, and it seems it work good: //add shader s32 newMaterialType = gpu->addHighLevelShaderMaterialFromFiles( vsFileName, "vertexMain", video::EVST_VS_1_1, psFil...
- Thu Jul 04, 2013 6:37 am
- Forum: Beginners Help
- Topic: First Tutorial/Example Causing A Segfault
- Replies: 15
- Views: 1912
Re: First Tutorial/Example Causing A Segfault
Irrlicht can be compiled from sources very easy. Just checkout it from svn svn://svn.code.sf.net/p/irrlicht/code/trunk then in folder source/Irrlicht there are many preconfigured projects(for Visual Studio and Code::Block): Irrlicht.sln, irrlicht.cbp,Irrlicht10.0.vcxproj. Just open it with the IDE a...
- Wed Jul 03, 2013 10:24 am
- Forum: Beginners Help
- Topic: First Tutorial/Example Causing A Segfault
- Replies: 15
- Views: 1912
Re: First Tutorial/Example Causing A Segfault
I have tried several times to compile and run irrlicht 1.8 with mingw on Windows 7, but with many troubles. It always threw SEG_FAULT on every irrlicht function. Only solution - recompile engine from sources, and then use new dll and lib file. But in this case I didn't make it work with DirectX, onl...
- Tue Jul 02, 2013 6:24 pm
- Forum: Beginners Help
- Topic: Irrlicht Mesh to Bullet TriangleMesh
- Replies: 5
- Views: 690
Re: Irrlicht Mesh to Bullet TriangleMesh
It works, I have checked in my own project. There are troubles with some models in X format. You should make Reset X Form in 3dsMax before export.
Also it is very usefull to enable debug view in Bullet to see whats going wrong.
Also it is very usefull to enable debug view in Bullet to see whats going wrong.
- Mon Jul 01, 2013 6:34 am
- Forum: Beginners Help
- Topic: Irrlicht Mesh to Bullet TriangleMesh
- Replies: 5
- Views: 690
Re: Irrlicht Mesh to Bullet TriangleMesh
I think this project will help you:
http://code.google.com/p/irrbp/source/b ... /convert.h
http://code.google.com/p/irrbp/source/b ... shBody.cpp
In convert.h you can find method irrMeshToBulletTriangleMesh, that make actual conversion.
http://code.google.com/p/irrbp/source/b ... /convert.h
http://code.google.com/p/irrbp/source/b ... shBody.cpp
In convert.h you can find method irrMeshToBulletTriangleMesh, that make actual conversion.
- Thu Jun 06, 2013 7:30 am
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 49574
Re: Deferred Rendering
I really want it too.arnir wrote:please, can somebody re-upload the first link? thanks
Please, Sudi,(or someone who have already downloaded sources and binaries with shaders) reupload this beautiful deferred renderer. Even if it doesn't work with new Irrlicht
- Wed Jun 05, 2013 10:30 am
- Forum: Advanced Help
- Topic: IrrBullet and Y model position
- Replies: 2
- Views: 688
Re: IrrBullet and Y model position
I have a similar problem with X files that I export from 3ds max. My workaround: In 3ds max I select my model and in utils press "resetXForm". And than in configuration of the xForm modifier, move center point to the center of the object, and then merge all my modifiers. After that it work...
- Thu May 09, 2013 2:56 pm
- Forum: Bug reports
- Topic: [fixed]Crash when loading binary X file
- Replies: 7
- Views: 1447
Re: Crash when loading X file
Just switched to "Release" and in settings add debug information to the project. After that I was able to attach debugger to launched application and trace it line by line