Search found 9 matches
- Tue Nov 19, 2013 3:10 pm
- Forum: Beginners Help
- Topic: Keeping Track Of Your Data
- Replies: 10
- Views: 893
Re: Keeping Track Of Your Data
There is no miracle structure that solves all the problems :mrgreen: You have to clearly identify what is the problem and then carefully create a design. Often, your problem has already been solved years ago by other developers. Design solutions to these predefined problems are called Design Pattern...
- Tue Nov 19, 2013 2:19 pm
- Forum: Beginners Help
- Topic: Performance when rendering to texture
- Replies: 5
- Views: 651
Re: Performance when rendering to texture
I gave some memory for performance by executing the "for" iteration only once at the first rendering. I will go for shaders or "completely static" textures later if I need more memory.
Thank you for your answers, I really appreciate your help
Thank you for your answers, I really appreciate your help
- Mon Nov 18, 2013 12:41 pm
- Forum: Beginners Help
- Topic: Performance when rendering to texture
- Replies: 5
- Views: 651
Re: Performance when rendering to texture
I would like to color my players only by changing the texture, since the vertex coloring would be much more complicated to handle when having complex jerseys. So you think I have to draw the texture with the number only once at the beginning and then save it in a ITexure* member to avoid costly call...
- Mon Nov 18, 2013 11:51 am
- Forum: Beginners Help
- Topic: Performance when rendering to texture
- Replies: 5
- Views: 651
Performance when rendering to texture
Hello, I'm developing a 3D football game with Irrlicht 1.7.3 on Ubuntu, and I'm having performance problems when adding jersey numbers on my players textures. The application drops to 5 FPS instead of the usual 60 FPS. My players share the same mesh, which is a B3D model. The textures I apply on the...
- Tue Jul 23, 2013 12:13 am
- Forum: Beginners Help
- Topic: .
- Replies: 2
- Views: 460
Re: Camera Rotation.
When binding is enabled, setRotation triggers setTarget, which uses the current absolute position of the node.
You changed the position before rotating, so try calling updateAbsolutePosition before setRotation
You changed the position before rotating, so try calling updateAbsolutePosition before setRotation
- Mon Jul 22, 2013 11:54 pm
- Forum: Advanced Help
- Topic: "FPS-but-static" camera
- Replies: 5
- Views: 1661
Re: "FPS-but-static" camera
I found the problem.
setTarget needs an updateAbsolutePosition before being used (see camera node doc).
setTarget needs an updateAbsolutePosition before being used (see camera node doc).
- Wed Jul 10, 2013 4:03 pm
- Forum: Advanced Help
- Topic: "FPS-but-static" camera
- Replies: 5
- Views: 1661
Re: "FPS-but-static" camera
I started doing the maths by using the source code of the FPS Camera. Forward (X-axis) and Up (Z-axis) vectors and orientation vectors are working well, but the left vector is not correct. Could you help me to find my mistake in this piece of code ? "moveVector" is the move vector related ...
- Tue Jul 09, 2013 9:35 pm
- Forum: Advanced Help
- Topic: "FPS-but-static" camera
- Replies: 5
- Views: 1661
Re: "FPS-but-static" camera
I already implemented the static camera with position and rotation values using ICameraSceneNode. I just want to move it FPS-way. Actually, I've done exactly what you suggested : no game loop, Qt updates scene only when settings change. I'm sorry I forgot to mention it in the first place. I know set...
- Tue Jul 09, 2013 4:09 pm
- Forum: Advanced Help
- Topic: "FPS-but-static" camera
- Replies: 5
- Views: 1661
"FPS-but-static" camera
Hello Irrlicht community, I am currently working on a visualization tool for some statistics, and I chose Irrlicht to handle it. I also decided to use Qt to move the camera precisely by entering the absolute coordinates for position and rotation. Giving the absolute values for the position/rotation ...