Search found 28 matches
- Mon Jun 23, 2014 12:40 pm
- Forum: Beginners Help
- Topic: Question about Collada loader
- Replies: 3
- Views: 811
Re: Question about Collada loader
thanks, I will try.
- Mon Jun 23, 2014 1:38 am
- Forum: Beginners Help
- Topic: Question about Collada loader
- Replies: 3
- Views: 811
Question about Collada loader
Hi
I noticed that there is a Colloada loader in Irrlicht, but it seems that it don't support skeletion animation?
if i made models and animations in blender, what's the best way to export and use it in IrrlichtI?
thanks very much!
I noticed that there is a Colloada loader in Irrlicht, but it seems that it don't support skeletion animation?
if i made models and animations in blender, what's the best way to export and use it in IrrlichtI?
thanks very much!
- Fri May 16, 2014 1:36 am
- Forum: Bug reports
- Topic: Bug on the skinned meshes
- Replies: 6
- Views: 3134
Re: Bug on the skinned meshes
okay,
how should i upload the model files? i don't know how.
how should i upload the model files? i don't know how.
- Thu May 15, 2014 8:12 am
- Forum: Bug reports
- Topic: Bug on the skinned meshes
- Replies: 6
- Views: 3134
Re: Bug on the skinned meshes
thanks for this bug report, i also encountered it.
- Thu May 15, 2014 1:56 am
- Forum: Bug reports
- Topic: issues of ogre mesh loader
- Replies: 5
- Views: 1589
Re: issues of ogre mesh loader
also,
i didn't post for help, though i asked for help a lot this forum:),
all issues i found are solved by myself.
i just wanted to let irrlicht better and it is useful for someone who is doing the same things as me.
thansk
i didn't post for help, though i asked for help a lot this forum:),
all issues i found are solved by myself.
i just wanted to let irrlicht better and it is useful for someone who is doing the same things as me.
thansk
- Thu May 15, 2014 1:53 am
- Forum: Bug reports
- Topic: issues of ogre mesh loader
- Replies: 5
- Views: 1589
Re: issues of ogre mesh loader
thanks for your reply
but It is upset you said that,
i already pointed where is the problem in the source code, if you read the source code, you can realize that,
the logic issue is very obvious there,
i have been studying the skinned mesh a long time in irrlicht, i wish i could commit my fix if ...
but It is upset you said that,
i already pointed where is the problem in the source code, if you read the source code, you can realize that,
the logic issue is very obvious there,
i have been studying the skinned mesh a long time in irrlicht, i wish i could commit my fix if ...
- Wed May 14, 2014 2:10 am
- Forum: Bug reports
- Topic: issues of ogre mesh loader
- Replies: 5
- Views: 1589
issues of ogre mesh loader
Hi friends
I got some irrlicht issues about ogre mesh loader, a long time ago i posted for a bug about that, now i found more,
i dont't know what is the most used mesh loader, for me, to load mesh with skeleton animations which is made in blender,
the ogre mesh is the only one which works as i ...
I got some irrlicht issues about ogre mesh loader, a long time ago i posted for a bug about that, now i found more,
i dont't know what is the most used mesh loader, for me, to load mesh with skeleton animations which is made in blender,
the ogre mesh is the only one which works as i ...
- Sat May 03, 2014 12:43 am
- Forum: Beginners Help
- Topic: scene node rotation interface for quaternion
- Replies: 7
- Views: 1110
Re: scene node rotation interface for quaternion
thanks very much!
- Fri May 02, 2014 2:16 am
- Forum: Beginners Help
- Topic: scene node rotation interface for quaternion
- Replies: 7
- Views: 1110
Re: scene node rotation interface for quaternion
thanks,
the actual issue i have is that when i create a FPS camera and set the rotation with 90 degrees along X axis, the result is no as what i expected, when i set with less than 90 degrees, such as 89.9, it is ok.
I don' t why. i doubt it was caused by problem like gimbal lock, so i asked the ...
the actual issue i have is that when i create a FPS camera and set the rotation with 90 degrees along X axis, the result is no as what i expected, when i set with less than 90 degrees, such as 89.9, it is ok.
I don' t why. i doubt it was caused by problem like gimbal lock, so i asked the ...
- Thu May 01, 2014 11:13 am
- Forum: Beginners Help
- Topic: scene node rotation interface for quaternion
- Replies: 7
- Views: 1110
Re: scene node rotation interface for quaternion
thanks for your reply.
Definitely it think there is need for this interface, euler can cause a problem of Gimbal lock.
In my program, i need to control the camera rotation, that's where the problem happens.
you can refer to this article, which provides implementation proposals in irrlight.
http ...
Definitely it think there is need for this interface, euler can cause a problem of Gimbal lock.
In my program, i need to control the camera rotation, that's where the problem happens.
you can refer to this article, which provides implementation proposals in irrlight.
http ...
- Thu May 01, 2014 5:20 am
- Forum: Beginners Help
- Topic: scene node rotation interface for quaternion
- Replies: 7
- Views: 1110
scene node rotation interface for quaternion
Hi
Don't know why there is no rotation interface for quaternion in scene node?
will it be implemented in future?
Thanks!
Don't know why there is no rotation interface for quaternion in scene node?
will it be implemented in future?
Thanks!
- Tue Mar 18, 2014 2:54 am
- Forum: Beginners Help
- Topic: How to Input command in Console windows
- Replies: 1
- Views: 331
How to Input command in Console windows
HI,
Is there any way that i can type command in irrlicht console window?
I need to configure some parameters sometimes, and think it is simpler to do that in console.
Thanks!
Is there any way that i can type command in irrlicht console window?
I need to configure some parameters sometimes, and think it is simpler to do that in console.
Thanks!
- Wed Mar 05, 2014 8:28 am
- Forum: Bug reports
- Topic: [no bug]Bug in CCameraSceneNode::setRotation
- Replies: 5
- Views: 1286
Re: [no bug]Bug in CCameraSceneNode::setRotation
thanks!
i will check it out again.
i will check it out again.
- Tue Mar 04, 2014 1:50 am
- Forum: Bug reports
- Topic: [no bug]Bug in CCameraSceneNode::setRotation
- Replies: 5
- Views: 1286
Re: [no bug]Bug in CCameraSceneNode::setRotation
the default parameter is as following:
vector3d<T> rotationToDirection(const vector3d<T> & forwards = vector3d<T>(0, 0, 1))
i don't think, the code i mentioned should use the default.
in my program, the code is absolutely a bug.
vector3d<T> rotationToDirection(const vector3d<T> & forwards = vector3d<T>(0, 0, 1))
i don't think, the code i mentioned should use the default.
in my program, the code is absolutely a bug.
- Mon Mar 03, 2014 6:18 am
- Forum: Bug reports
- Topic: [no bug]Bug in CCameraSceneNode::setRotation
- Replies: 5
- Views: 1286
[no bug]Bug in CCameraSceneNode::setRotation
version 1.8.1
void CCameraSceneNode::setRotation(const core::vector3df& rotation)
{
if(TargetAndRotationAreBound)
Target = getAbsolutePosition() + rotation.rotationToDirection();
//Here , i think it should be like this:
Target = getAbsolutePosition() + rotation.rotationToDirection(Target ...
void CCameraSceneNode::setRotation(const core::vector3df& rotation)
{
if(TargetAndRotationAreBound)
Target = getAbsolutePosition() + rotation.rotationToDirection();
//Here , i think it should be like this:
Target = getAbsolutePosition() + rotation.rotationToDirection(Target ...