Search found 17 matches

by Otaka
Mon Sep 23, 2013 2:29 pm
Forum: Game Programming
Topic: IrrBullet Rigid body Character
Replies: 4
Views: 5543

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...
by Otaka
Mon Sep 16, 2013 6:39 am
Forum: Off-topic
Topic: questions about getting started
Replies: 5
Views: 1617

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...
by Otaka
Sat Sep 07, 2013 9:26 am
Forum: Beginners Help
Topic: Model & separate motion data
Replies: 3
Views: 394

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.
by Otaka
Tue Aug 06, 2013 6:56 pm
Forum: Beginners Help
Topic: irrEdit and Parallax map
Replies: 2
Views: 418

Re: irrEdit and Parallax map

It is not a format problem. You should generate tangents manualy.
Look at the MeshManipulator.createMeshWithTangents()
by Otaka
Mon Aug 05, 2013 9:08 am
Forum: Beginners Help
Topic: Model & separate motion data
Replies: 3
Views: 394

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...
by Otaka
Tue Jul 16, 2013 6:06 am
Forum: Beginners Help
Topic: irrlicht + bullet getmesh() not working properly
Replies: 5
Views: 979

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, ...
by Otaka
Thu Jul 04, 2013 10:28 am
Forum: Open Discussion and Dev Announcements
Topic: shader programs management
Replies: 29
Views: 8294

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...
by Otaka
Thu Jul 04, 2013 8:47 am
Forum: Open Discussion and Dev Announcements
Topic: shader programs management
Replies: 29
Views: 8294

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...
by Otaka
Thu Jul 04, 2013 6:37 am
Forum: Beginners Help
Topic: First Tutorial/Example Causing A Segfault
Replies: 15
Views: 1424

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...
by Otaka
Wed Jul 03, 2013 10:24 am
Forum: Beginners Help
Topic: First Tutorial/Example Causing A Segfault
Replies: 15
Views: 1424

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...
by Otaka
Tue Jul 02, 2013 6:24 pm
Forum: Beginners Help
Topic: Irrlicht Mesh to Bullet TriangleMesh
Replies: 5
Views: 642

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.
by Otaka
Mon Jul 01, 2013 6:34 am
Forum: Beginners Help
Topic: Irrlicht Mesh to Bullet TriangleMesh
Replies: 5
Views: 642

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.
by Otaka
Thu Jun 06, 2013 7:30 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 47486

Re: Deferred Rendering

arnir wrote:please, can somebody re-upload the first link? thanks
I really want it too.
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
by Otaka
Wed Jun 05, 2013 10:30 am
Forum: Advanced Help
Topic: IrrBullet and Y model position
Replies: 2
Views: 665

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...
by Otaka
Thu May 09, 2013 2:56 pm
Forum: Bug reports
Topic: [fixed]Crash when loading binary X file
Replies: 7
Views: 1345

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 :D