Search found 17 matches

by mazataza
Tue Apr 02, 2013 5:43 pm
Forum: Beginners Help
Topic: texturing a wall or a floor
Replies: 7
Views: 738

Re: texturing a wall or a floor

I got the effect by using:

Code: Select all

 
SceneManager->getMeshManipulator()->makePlanarTextureMapping(Mesh, 0.02f);
 
I have not understand what it do, but the do the needed effect.
I don't want to use a shader because my game will be for mobile which may be have no shader.
by mazataza
Tue Apr 02, 2013 2:40 pm
Forum: Beginners Help
Topic: texturing a wall or a floor
Replies: 7
Views: 738

texturing a wall or a floor

I have a texture of size (254x254)pixel and i want to use it as a texture of a floor. i added it to my floor node   setMaterialTexture( 0,base_texture); setMaterialType( video::EMT_SOLID );   the effect i got is that the texture is strech to fill the whole floor, which look bad. what i want that the...
by mazataza
Wed Mar 06, 2013 8:19 am
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

I could say i could use Java Activity with A surface view on which irrlicht draw. As soon as i clean up the code i will post the patch here. I have a small problem on Android emulator. when loading the Quake3 map in my Samsung Galaxy S1 it work very fine and i got 54 FPS, but when running it on Emul...
by mazataza
Thu Jan 24, 2013 10:48 pm
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

I got something work :D I could draw a Box and display a text. I have tested only on Emulator (I got here 7 FPS, it is too poor) I commend those line in CIrrDeviceAndroid.cpp, because it crash here for some reason.   //io::CAndroidAssetFileArchive *assets = io::createAndroidAssetFileArchive(false, f...
by mazataza
Tue Jan 22, 2013 10:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

I have made some changes to CIrrDeviceAndroid to not use the activity. here is my native code which create the device and initilaize   #include <jni.h>   #include <irrlicht.h> #include <android/native_window_jni.h> #include <android_native_app_glue.h>   using namespace irr;   using namespace core; u...
by mazataza
Tue Jan 22, 2013 10:24 am
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

Ok.
I will try to modify CIrrDeviceAndroid to add support without a native activity and create an example to draw irrlicht in at least 2 Surfaces to check if it work well.
If i success i will post the patch here. so you can review it.
by mazataza
Mon Jan 21, 2013 11:27 pm
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

I got to compile the an example code. but the application is exit without any errors (I think it is a segmentation fault). I think it is because i tried to call this code from my GLSurface Render to initialize Irrlich   void Java_com_amazweb_irrilichexample_NativeGL_nativeInitGL(JNIEnv* env,        ...
by mazataza
Mon Jan 21, 2013 8:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

aha.
I will try an example which run irrlich inside an GLSurface without native activity.
by mazataza
Sun Jan 20, 2013 10:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Native Android port
Replies: 68
Views: 19531

Re: Native Android port

thanks alot. I could compile and I got *.a files. but you can tell me how to build shared library which i can use it in my android application without recompiling every thing each time? what i realy want is to have GLSurfaceView on which i use irrlicht to do 3D stuf, so irrlicht will not run inside ...
by mazataza
Fri Jan 18, 2013 11:31 pm
Forum: Beginners Help
Topic: Understanding EPT_TRIANGLE_STRIP
Replies: 8
Views: 673

Re: Understanding EPT_TRIANGLE_STRIP

yes it work with your suggestion. What i am try to figure is when i generate traingles from a polygon i don't know how to generate the indices. thus i will use the triangles type which i need to define each traingle in the vertex buffer, this is will need more memory but i don't have alot of traingl...
by mazataza
Fri Jan 18, 2013 7:12 pm
Forum: Beginners Help
Topic: Understanding EPT_TRIANGLE_STRIP
Replies: 8
Views: 673

Re: Understanding EPT_TRIANGLE_STRIP

here is my code i am using to initialize the buffer   m_buffer = new irr::scene::CDynamicMeshBuffer(irr::video::EVT_STANDARD, irr::video::EIT_16BIT);     m_buffer->getMaterial().Wireframe = false;     m_buffer->getMaterial().Lighting = false;     m_buffer->getMaterial().Thickness = 1;     m_buffer->...
by mazataza
Fri Jan 18, 2013 2:43 pm
Forum: Beginners Help
Topic: Understanding EPT_TRIANGLE_STRIP
Replies: 8
Views: 673

Re: Understanding EPT_TRIANGLE_STRIP

I will try it today late.
but i can remember i done like you said but i got such a surface

|.................|
|...|..........|.|
|......|....|....|
|.........|......|
|____________|

intepretate "...." as empty spaces.
As you say it didnt draw the quad correctly.
by mazataza
Fri Jan 18, 2013 1:46 pm
Forum: Beginners Help
Topic: Understanding EPT_TRIANGLE_STRIP
Replies: 8
Views: 673

Re: Understanding EPT_TRIANGLE_STRIP

can you describe how to call drawVertexPrimitiveList to draw the quad as you describe the indices? Actually i don't want to draw only a quad. my user may create a polygon with more than 4 edges and can be convergence or not, thus i will use an algorithm which then generate a traingles from the polyg...
by mazataza
Fri Jan 18, 2013 12:01 pm
Forum: Beginners Help
Topic: Understanding EPT_TRIANGLE_STRIP
Replies: 8
Views: 673

Understanding EPT_TRIANGLE_STRIP

I miss something here . I have the following polygon: v0, v1, v2, v3 ( you can see it as line loop here and counter clock wice) now if i want to convert this polygon to traingle (in a simple way and using EPT_TRIANGLES) it will be T1: v0,v1,v2 T2: v0,v2, v3 but when i want to use EPT_TRIANGLE_STRIP ...
by mazataza
Fri Jan 18, 2013 11:11 am
Forum: Beginners Help
Topic: 3D modelling tool for CAD
Replies: 3
Views: 611

Re: 3D modelling tool for CAD

the idea with the lines and square are a good idea.
the main issue here is to place the lines and the vertex above the surface so that it got drawn, or it will not be correctly drawn by the engine.