Search found 4 matches
- Fri Jun 28, 2013 9:30 am
- Forum: Advanced Help
- Topic: move cameraFPS without drawAll()
- Replies: 5
- Views: 903
move cameraFPS without drawAll()
is there a way to have the cameraFPS listen to events (mouse etc) without calling smgr->drawAll() ?
- Mon May 27, 2013 11:46 am
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 1624
Re: Irrlicht in 3D CAVE
Alright, we've run into another problem... We've got all screens working together quite nicely, we got the 3D-effect working and we're loading the Quake 3 Map tutorial which works in general, but it seems like all normals of the map are inverted. Basically we're only looking at all the backfaces. If...
- Wed May 22, 2013 12:20 pm
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 1624
Re: Irrlicht in 3D CAVE
Thanks guys. We finally made it work using the Camera Affector and changing the CameraSceneNode from
*= Affector
to = Affector
where we input our Modelview Matrix.
Looks great now!
*= Affector
to = Affector
where we input our Modelview Matrix.
Looks great now!
- Mon May 13, 2013 1:58 pm
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 1624
Irrlicht in 3D CAVE
We're currently trying to get Irrlicht to run inside a 4-sided 3D virtual reality CAVE with head tracking. (front, bottom, left and right screens) We already have a framework up and running to get the user's head (and left/right eye) position. Biggest problem so far is setting a frustum/projection m...