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: 306
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: 544
- 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: 4935
- Wed Oct 26, 2005 6:22 pm
- Forum: Beginners Help
- Topic: Removing scene nodes.
- Replies: 2
- Views: 544
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 ...
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 ...
- Wed Oct 26, 2005 6:22 pm
- Forum: Beginners Help
- Topic: Removing scene nodes.
- Replies: 0
- Views: 148
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 ...
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 ...
- Wed Oct 26, 2005 6:10 pm
- Forum: Beginners Help
- Topic: Object creation during game runtime.
- Replies: 5
- Views: 628
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 ...
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: 631
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 ...
- Fri Oct 14, 2005 2:18 pm
- Forum: Beginners Help
- Topic: WHY? Stupid problem... why is it doing this?
- Replies: 3
- Views: 394
- Tue Oct 11, 2005 6:53 pm
- Forum: Advanced Help
- Topic: IS SCRIPTING IRRLICHT DEPENDENT
- Replies: 3
- Views: 628
- Tue Oct 11, 2005 1:07 pm
- Forum: Beginners Help
- Topic: making a good quality scene (contains an image)
- Replies: 6
- Views: 851
- Sun Oct 09, 2005 7:39 am
- Forum: Beginners Help
- Topic: Weapon Positioning and AI
- Replies: 7
- Views: 826
- Mon Oct 03, 2005 3:29 pm
- Forum: Beginners Help
- Topic: ODE + Irr rotation [codes!]
- Replies: 3
- Views: 588
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: 588
- Sun Oct 02, 2005 11:18 am
- Forum: Beginners Help
- Topic: ODE + Irr rotation [codes!]
- Replies: 3
- Views: 588
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 ...
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 ...