Search found 23 matches
- Thu Jun 02, 2016 2:37 pm
- Forum: Beginners Help
- Topic: collision response animator and collada scenes
- Replies: 4
- Views: 720
Re: collision response animator and collada scenes
I suspect one workaround could be - create a new scenemanager (ISceneManager::createNewScenemanager) and load it into that one. Then all nodes in that will be of the new collada scene (if that's your only scene you don't need that step). Then you can move the nodes over to your original scenemanage...
- Thu Jun 02, 2016 12:03 pm
- Forum: Beginners Help
- Topic: collision response animator and collada scenes
- Replies: 4
- Views: 720
Re: collision response animator and collada scenes
My scene loading code. I try to get the mesh from the cache so I can pass it to the selector, but I'm not even sure the mesh is legit. The file itself contains one big mesh and two lights. smgr->getParameters()->setAttribute(irr::scene::COLLADA_CREATE_SCENE_INSTANCES, true); smgr->getMesh("medi...
- Wed Jun 01, 2016 8:30 pm
- Forum: Beginners Help
- Topic: collision response animator and collada scenes
- Replies: 4
- Views: 720
collision response animator and collada scenes
Did anyone manage to get the collision response animator to work with scene geometry loaded from collada files? No matter what I do the node that is supposed to collide just passes through. Alternatively, if I load the same scene as a b3d file it seems to work. Any ideas what might me wrong with col...
- Sat Apr 23, 2016 4:30 pm
- Forum: Beginners Help
- Topic: How to render a COLLADA scene
- Replies: 1
- Views: 469
How to render a COLLADA scene
I do a specific draw order of scene nodes, so instead of calling drawALL() I manually call render() on every node I need in the order I need. So far I've been working with single mesh nodes and it worked well. However this doesn't work with a COLLADA scene. I can't find how to call render() on a COL...
- Wed Apr 20, 2016 7:29 am
- Forum: Beginners Help
- Topic: Is this gimbal lock?
- Replies: 7
- Views: 1242
Re: Is this gimbal lock?
The problem was, you set the child rotation as if it was absolute. But it is not, it is relative to the parent. So, after calculating the rotation you want, you need to multiply it by the inverse of the rotation of the parent. Rotation of child = (rotation of parent)* ((relative) rotation of child)...
- Tue Apr 19, 2016 9:37 pm
- Forum: Beginners Help
- Topic: Is this gimbal lock?
- Replies: 7
- Views: 1242
Re: Is this gimbal lock?
In a fortunate permutation of arbitrary c++ code I've managed to make it work, but it's ugly as hell. I removed the parent status from the ship - all these relationships are weighing my poor turret down. For some reason nothing I do works if the turret is a child, so I just do my stuff and then plac...
- Tue Apr 19, 2016 2:10 pm
- Forum: Beginners Help
- Topic: Is this gimbal lock?
- Replies: 7
- Views: 1242
Re: Is this gimbal lock?
The basic idea is that the parent node travels around the game world in his own agenda, rotating in all 3 possible axes, while the child node called turret is controlled by your cursor. The turret is positioned below relative to parent. The turret is supposed to look where you point on the screen. W...
- Tue Apr 19, 2016 10:52 am
- Forum: Beginners Help
- Topic: Is this gimbal lock?
- Replies: 7
- Views: 1242
Is this gimbal lock?
I have a node that rotates however it likes. A child to this node inherits it's rotation. If I apply additional local rotation to the child using getHorizontalAngle I get correct results only if the parent node is rotating around the Y axis. As soon as the parent starts pitching or rolling the child...
- Mon Apr 18, 2016 11:06 am
- Forum: Bug reports
- Topic: [fixed?]CursorControl sets position 5 pixels off?
- Replies: 13
- Views: 3402
Re: CursorControl sets position 5 pixels off?
Thanks for report and testcase, it sure helps. Unfortunately I'm not sure right now when I'm back to Irrlicht coding, so can't do much currently. If someone has figured it out and got a patch I'll apply it. To no surprise at all, when I looked into the source CIrrDeviceWin32.cpp and it's header it ...
- Sun Apr 17, 2016 12:04 pm
- Forum: Bug reports
- Topic: [fixed?]CursorControl sets position 5 pixels off?
- Replies: 13
- Views: 3402
Re: CursorControl sets position 5 pixels off?
As an update to this case I'd like to state that it appears that my initial claim was incorrect. It is not the cursor control that places the cursor incorrectly. It is more like the event receiver event.MouseInput is giving this mismatching data. When I call cursorcontrol->getPosition it gives me th...
- Sun Apr 17, 2016 9:58 am
- Forum: Beginners Help
- Topic: strange framerate behavior
- Replies: 10
- Views: 1419
Re: strange framerate behavior
Why isn't 65 FPS fine anyway? The reason it's using the low resolution timer is simply because it's sufficient for the task at hand [and that's good for not melting weaker gpus] It's not really about 65 fps not being enough. Now that I know why it's happening I wouldn't necessarily push the fps ove...
- Sat Apr 16, 2016 9:43 pm
- Forum: Bug reports
- Topic: [fixed?]CursorControl sets position 5 pixels off?
- Replies: 13
- Views: 3402
Re: CursorControl sets position 5 pixels off?
Sounds like a Windows-specific border issue. Try changing your theme to thick window borders, if it's that, the offset will change. It is indeed related to the windows border thickness. As you suggested the offset did change. I guess it's a big question if anyone is going to do anything about this ...
- Sat Apr 16, 2016 7:14 pm
- Forum: Bug reports
- Topic: [fixed?]CursorControl sets position 5 pixels off?
- Replies: 13
- Views: 3402
[fixed?]CursorControl sets position 5 pixels off?
Preliminary info: OS: WIn7 driver mode: OpenGL windowed mode irrlicht 1.8.3 Hi, I just want to know if this is normal or not. Can anyone else confirm? Basically if I use cursor control setPosition method to set my cursor to a specific position in windowed mode , the values I pass to the method are n...
- Sat Apr 16, 2016 6:01 pm
- Forum: Beginners Help
- Topic: strange framerate behavior
- Replies: 10
- Views: 1419
Re: strange framerate behavior
I can certainly explain why the framerate goes from 65 fps to 150 fps. To get a framerate of 150 you would wait for about 9 ms per frame. But Windows systems normally would not allow you to do this! The default windows clock is 16.77 ms. Yes! Even in this day and age. Clearly there are apps that ca...
- Fri Apr 15, 2016 9:17 pm
- Forum: Beginners Help
- Topic: strange framerate behavior
- Replies: 10
- Views: 1419
Re: strange framerate behavior
Sorry for not answering to your questions before. My gpu is Nvidia GTX 660. And this is not really a hardware dependent beghavior it seems as I've mentioned that I've been able to reproduce this on multiple machines. ABout the screen capture I don't know how exactly you would want to witness it. Wou...