Search found 97 matches

by JunkerKun
Mon Feb 21, 2022 12:34 am
Forum: Advanced Help
Topic: Light management on Octree
Replies: 2
Views: 4317

Re: Light management on Octree

Ah, I see. Thanks for clearing things up.
by JunkerKun
Fri Feb 18, 2022 3:57 pm
Forum: Advanced Help
Topic: Light management on Octree
Replies: 2
Views: 4317

Light management on Octree

Hey. Me again.
So, now I need some tips on how to properly optimize my map geometry.
Currently I have it divided into chunks. Each chunk is about 64 by 64 units in size (just for testing) and contains one block. Now I could combine it all into one single mesh and use an octree buuuuuuut...
The main ...
by JunkerKun
Wed Feb 16, 2022 5:05 pm
Forum: Advanced Help
Topic: Rotating a bone in a world space
Replies: 6
Views: 5011

Re: Rotating a bone in a world space

I think I managed to do this. I indeed needed to calculate proper direction vector. here is the code:

skinnedController->UpdateBones();

for (int i = 0; i < bones.size(); i++) {
AnimationBone* animationBone = bones.at(i);
IBoneSceneNode* bone = animationBone->meshBone;

if (animationBone ...
by JunkerKun
Wed Feb 16, 2022 2:39 pm
Forum: Advanced Help
Topic: Rotating a bone in a world space
Replies: 6
Views: 5011

Re: Rotating a bone in a world space

Not really blending, but yes. I want my character to rotate torso independent from its animation. Like aiming for third person shooter. So even if torso is rotated 90 degrees to the right I want to add some rotation forward along camera's X axis.
I'm trying to convert vector3df(1,0,0) to bone's ...
by JunkerKun
Wed Feb 16, 2022 11:40 am
Forum: Advanced Help
Topic: Rotating a bone in a world space
Replies: 6
Views: 5011

Re: Rotating a bone in a world space

Oof. That's a bummer.
Thanks for the answer. I guess I'll have to integrate my own skinning system into the engine.
Tiny hint for less typing - there's a typedef "matrix4" for CMatrix4<f32>. No need for casts - it's the same.
Yeah, just realised it. Thanks.
by JunkerKun
Tue Feb 15, 2022 11:50 pm
Forum: Advanced Help
Topic: Rotating a bone in a world space
Replies: 6
Views: 5011

Rotating a bone in a world space

Hey there. Haven't been working with irrlicht in a while.
I have a problem with bones rotation.
What I'm trying to do is rotate character's bone (torso) regardless of parent bone rotation. However when I rotate bone's local matrix, it rotates it locally (as in along parent's facing direction). Let ...
by JunkerKun
Sun Oct 06, 2019 12:18 pm
Forum: Beginners Help
Topic: Mouse movement problem
Replies: 4
Views: 1183

Re: Mouse movement problem

Hm, it's usually not the OS as much as we coders like to blame it ;-)
Is your framerate smooth? Maybe add some simply animation which constantly runs (like some ball going left-right-left) so you can see if something is stuttering. Or add a timer in each frame and check for the worst-case.

Yes ...
by JunkerKun
Fri Sep 27, 2019 9:33 pm
Forum: Beginners Help
Topic: Mouse movement problem
Replies: 4
Views: 1183

Re: Mouse movement problem

No, I use ICursorControl but on windows. It seems like my pc is bending me over, but I'm not too sure. I even tried to use sfml for noise input but the problem still occurs. I'll check your other suggestions but chances are it's just my pc. Win 10 is giving me a headache sometimes.
Thanks for ...
by JunkerKun
Thu Sep 26, 2019 5:58 pm
Forum: Beginners Help
Topic: Mouse movement problem
Replies: 4
Views: 1183

Mouse movement problem

Heyo.
So I've implemented mouse looking by getting mouse position then calculation the difference between itand ceneter of the screen and then setting mouse position tothe center. However when I hold mouse buttons (left, right or middle) it's as if receiver starts getting events far less often than ...
by JunkerKun
Tue Sep 03, 2019 9:24 pm
Forum: Advanced Help
Topic: A question about SRotationKey
Replies: 2
Views: 939

Re: A question about SRotationKey

Ah, that explains it. Just cloned all the frames that were removed. Works like a charm.
by JunkerKun
Fri Aug 30, 2019 4:09 pm
Forum: Advanced Help
Topic: A question about SRotationKey
Replies: 2
Views: 939

A question about SRotationKey

Hello.
I'm trying to implement my own animating system by getting all rotation keys and then setting proper rotation to a joint.
However I'm stuck at the first step. I just can't get all existing keys. Now, the model is fully keyed, meaning that for each frame there is a keyframe. But whenever I try ...
by JunkerKun
Sat Jul 27, 2019 4:29 pm
Forum: Advanced Help
Topic: Problem with rendering depth map to texture
Replies: 2
Views: 952

Re: Problem with rendering depth map to texture

Nah, the problem was the order of rendering after all. I got it solved by adding a custom scene node and rendering shadows in OnRegisterSceneNode method, effectively rendering after all nodes were animated but before they were rendered.
by JunkerKun
Fri Jul 26, 2019 1:38 am
Forum: Advanced Help
Topic: Problem with rendering depth map to texture
Replies: 2
Views: 952

Problem with rendering depth map to texture

Hey there. I'm pretty sure this has been covered somewhere on this forum but I just can't find it.

So the problem is - I'm trying to make shadow maps. And I got it working but there is one problem - it looks like shadow maps are lagging. Depth map rendering is lagging to be exact. The current ...
by JunkerKun
Mon Mar 16, 2015 8:11 pm
Forum: Beginners Help
Topic: Getting base pose
Replies: 11
Views: 1347

Re: Getting base pose

Well... I made it by getting SKey rotation of the first frame. The problem is... the W coordinate was inverted by some reason. So I had to get the rotation of the bone first, then convert it to quaternion, then get W value and if it's not equal, inverse the value in the frame. Or rather in frameS ...
by JunkerKun
Sun Mar 15, 2015 4:42 pm
Forum: Beginners Help
Topic: Getting base pose
Replies: 11
Views: 1347

Re: Getting base pose

I was thinking there is an easier and more sophisticate way to get quaternions from the binding pose except for getting degrees from already animated model and convert them. Oh well, I guess there is no other way.
Thanks.