Search found 4 matches
- Fri Jun 28, 2013 9:30 am
- Forum: Advanced Help
- Topic: move cameraFPS without drawAll()
- Replies: 5
- Views: 1659
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: 2029
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 ...
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 ...
- Wed May 22, 2013 12:20 pm
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 2029
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: 2029
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 ...
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 ...