getMesh can load any supported mesh format. Of course, if you write a custom loader, you have to properly register it. (See the documentation and the source code).
Toma
Search found 71 matches
- Sat Nov 05, 2005 6:45 pm
- Forum: Beginners Help
- Topic: Directional Lighting
- Replies: 2
- Views: 185
Also, I've written a little patch that makes possible to create directional lights. Works with 0.12
See this thread:
http://irrlicht.sourceforge.net/phpBB2/ ... onal#48056
Toma
See this thread:
http://irrlicht.sourceforge.net/phpBB2/ ... onal#48056
Toma
- Sun Oct 30, 2005 5:25 pm
- Forum: Beginners Help
- Topic: Removing scene nodes.
- Replies: 2
- Views: 173
- Fri Oct 28, 2005 2:18 pm
- Forum: Open Discussion and Dev Announcements
- Topic: more than 50% FPS speedup!!!! modified irrlicht 0.12
- Replies: 35
- Views: 3756
- Wed Oct 26, 2005 6:22 pm
- Forum: Beginners Help
- Topic: Removing scene nodes.
- Replies: 2
- Views: 173
Removing scene nodes.
I know that it will be trivial again :) But I just can't get it. struct A { vector<ISceneNode*> nodes(0); //std lib vector void update(); void run(); }; void A::run() { while(device->run()) { update(); } } void A::update() { if(really_need_update) { for(int i=0;i<nodes.size();i++) { nodes[i]->remove...
- Wed Oct 26, 2005 6:22 pm
- Forum: Beginners Help
- Topic: Removing scene nodes.
- Replies: 0
- Views: 72
Removing scene nodes.
I know that it will be trivial again :) But I just can't get it. struct A { vector<ISceneNode*> nodes(0); //std lib vector void update(); void run(); }; void A::run() { while(device->run()) { update(); } } void A::update() { if(really_need_update) { for(int i=0;i<nodes.size();i++) { nodes[i]->remove...
- Wed Oct 26, 2005 6:10 pm
- Forum: Beginners Help
- Topic: Object creation during game runtime.
- Replies: 5
- Views: 272
the code IS loading the mesh from a file every time the object is instantiated When you call getMesh for the first time with a filename, it loads the mesh from the file. But if you call it more times, it will return the same object. So meshes are shared among mesh scene nodes. To physically load a ...
- Thu Oct 20, 2005 5:42 pm
- Forum: Advanced Help
- Topic: Can Irrlicht render a scene into a bmp file?
- Replies: 4
- Views: 405
For OpenGL, see glReadPixels. I have negative experiences with it, it seemed that it has some torsion compared to PrintScreen. To solve this (under Windows), you have to create your pixel format in a special way, that enables you to render without actually having a window. So it's difficoult, and yo...
- Fri Oct 14, 2005 2:18 pm
- Forum: Beginners Help
- Topic: WHY? Stupid problem... why is it doing this?
- Replies: 3
- Views: 250
- Tue Oct 11, 2005 6:53 pm
- Forum: Advanced Help
- Topic: IS SCRIPTING IRRLICHT DEPENDENT
- Replies: 3
- Views: 416
- Tue Oct 11, 2005 1:07 pm
- Forum: Beginners Help
- Topic: making a good quality scene (contains an image)
- Replies: 6
- Views: 589
- Sun Oct 09, 2005 7:39 am
- Forum: Beginners Help
- Topic: Weapon Positioning and AI
- Replies: 7
- Views: 519
Hi 1) I don't really understand. Maybe try this: ISceneCollisionManager::getRayFromScreenCoordinates, and instead of the standard camera, create a new one and position it to the place of the enemy player. 2) The .md2 and other model formats cannot store these informations. You should track it yourse...
- Mon Oct 03, 2005 3:29 pm
- Forum: Beginners Help
- Topic: ODE + Irr rotation [codes!]
- Replies: 3
- Views: 375
OK. So, I must tell you that I don't know why the rotating body starts to make jumps if I try to change the y-z axes. Really. It seems that it's a bug of every commonly used quaternion-to-euler algorythm (even my own code works if I re-order the axes). Very strange, but I we must live with it. Have ...
- Sun Oct 02, 2005 6:51 pm
- Forum: Beginners Help
- Topic: ODE + Irr rotation [codes!]
- Replies: 3
- Views: 375
Heh, very intresting what I found. First, see this: http://thomas.webtracker.ch/jahia/Jahia/pid/481 Guide on using ODE with Irr. Then. See the QuaternionToEuler method. Works well. Now, at the very end of the algorythm, change Z and Y values. Makes that intresting 180° jumps I found before. What the...
- Sun Oct 02, 2005 11:18 am
- Forum: Beginners Help
- Topic: ODE + Irr rotation [codes!]
- Replies: 3
- Views: 375
ODE + Irr rotation [codes!]
Hi I've been working on it for a long time, but I don't have a working solution: how can I convert ODE rotation matrices to Irr rotation vectors? I've tried these so far: (Where it seems that indices 1 and 2 are in the wrong order, it is because ODE's y vector is Irr's z and vv.) http://www.euclidea...