Search found 71 matches

by WToma
Tue Nov 08, 2005 3:05 pm
Forum: Beginners Help
Topic: getMesh()
Replies: 1
Views: 124

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
by WToma
Sat Nov 05, 2005 6:45 pm
Forum: Beginners Help
Topic: Directional Lighting
Replies: 2
Views: 178

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
by WToma
Sun Oct 30, 2005 5:25 pm
Forum: Beginners Help
Topic: Removing scene nodes.
Replies: 2
Views: 167

Doesn'r crash, worse :D None of the objects will be displayed... But all works well when using setPosition line...
Toma
by WToma
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: 3432

Wow, it's just great that you did! Now may I hear some of those guys telling that Irr is slow :D
Toma
by WToma
Wed Oct 26, 2005 6:22 pm
Forum: Beginners Help
Topic: Removing scene nodes.
Replies: 2
Views: 167

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...
by WToma
Wed Oct 26, 2005 6:22 pm
Forum: Beginners Help
Topic: Removing scene nodes.
Replies: 0
Views: 69

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...
by WToma
Wed Oct 26, 2005 6:10 pm
Forum: Beginners Help
Topic: Object creation during game runtime.
Replies: 5
Views: 264

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 ...
by WToma
Thu Oct 20, 2005 5:42 pm
Forum: Advanced Help
Topic: Can Irrlicht render a scene into a bmp file?
Replies: 4
Views: 368

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...
by WToma
Fri Oct 14, 2005 2:18 pm
Forum: Beginners Help
Topic: WHY? Stupid problem... why is it doing this?
Replies: 3
Views: 231

Or pass your Device to LoadModel as a parameter.
Toma
by WToma
Tue Oct 11, 2005 6:53 pm
Forum: Advanced Help
Topic: IS SCRIPTING IRRLICHT DEPENDENT
Replies: 3
Views: 381

The scripting engine is absolutely independent from the 3D engine. They have nothing to do with each other.
What's between the two - the actual game code (called 'game logic', I think, correct me if I'm wrong) - you have to write that.
Toma
by WToma
Tue Oct 11, 2005 1:07 pm
Forum: Beginners Help
Topic: making a good quality scene (contains an image)
Replies: 6
Views: 567

Maybe antialiasing could help it a bit, but looks strange, anyway.
Toma
by WToma
Sun Oct 09, 2005 7:39 am
Forum: Beginners Help
Topic: Weapon Positioning and AI
Replies: 7
Views: 470

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...
by WToma
Mon Oct 03, 2005 3:29 pm
Forum: Beginners Help
Topic: ODE + Irr rotation [codes!]
Replies: 3
Views: 369

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 ...
by WToma
Sun Oct 02, 2005 6:51 pm
Forum: Beginners Help
Topic: ODE + Irr rotation [codes!]
Replies: 3
Views: 369

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...
by WToma
Sun Oct 02, 2005 11:18 am
Forum: Beginners Help
Topic: ODE + Irr rotation [codes!]
Replies: 3
Views: 369

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...