This bug occurs with .x files where joints can influence more than one mesh.
In CXAnimationPlayer.cpp, line 225, the line Joints[jnr].MatrixOffset = mesh.SkinWeights[w].MatrixOffset; assumes that there is one weight group ("SkinWeights" in .x file) which is linked to one particular joint ...
Search found 15 matches
- Tue Apr 05, 2005 2:46 am
- Forum: Bug reports
- Topic: Bug with skinned .X files
- Replies: 2
- Views: 707
- Mon Mar 15, 2004 4:43 am
- Forum: Bug reports
- Topic: shadow effect does not work on irrlicht 0.6
- Replies: 3
- Views: 2430
- Tue Feb 24, 2004 3:54 pm
- Forum: Advanced Help
- Topic: Method of displaying background images
- Replies: 1
- Views: 937
I have an issue which can be solved by this piece of code:
I would like to draw background images for an application which runs, let's say, at a resolution of 800x600. With the standard irrlicht method, a texture of 1024x1024 is created (512x512 in 0.5 version), and the content is scaled which leads ...
I would like to draw background images for an application which runs, let's say, at a resolution of 800x600. With the standard irrlicht method, a texture of 1024x1024 is created (512x512 in 0.5 version), and the content is scaled which leads ...
- Sun Feb 22, 2004 7:21 am
- Forum: Beginners Help
- Topic: How to read from an ini-file
- Replies: 6
- Views: 754
- Sun Feb 22, 2004 7:08 am
- Forum: Advanced Help
- Topic: Shadow
- Replies: 10
- Views: 2022
- Mon Feb 16, 2004 7:27 pm
- Forum: Advanced Help
- Topic: Shadow
- Replies: 10
- Views: 2022
Shadow
I'm using volumetric shadow casted by an animated character, and the shadow is rendered correctly on the environment, but unfortunatelly also on the character : the part of the character which is not facing to the light, is much darker than the same character without shadow (I hope my explanations ...
- Fri Feb 13, 2004 3:50 pm
- Forum: Open Discussion and Dev Announcements
- Topic: A little suggestion...
- Replies: 2
- Views: 896
A little suggestion...
Currently, extending the Irrlicht engine is a bit complicated...
Let's take an example : I would like to extend the DirectX driver in order to support pixel and vertex shaders. I would write a CVideoDirectX8 derivated class, let's say CVideoDirectX8Ex, in which I write new methods.
After that, I ...
Let's take an example : I would like to extend the DirectX driver in order to support pixel and vertex shaders. I would write a CVideoDirectX8 derivated class, let's say CVideoDirectX8Ex, in which I write new methods.
After that, I ...
- Tue Feb 03, 2004 2:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Skinned animation
- Replies: 2
- Views: 963
- Mon Feb 02, 2004 5:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Skinned animation
- Replies: 2
- Views: 963
Skinned animation
Currently, Irrlicht is supporting skinned animation only by loading MS3D files, and if I am not wrong, a vertex can be attached to only one bone. To be able to get smooth animations, a vertex must have the possibility to be attached to more than bone, and must have a weight associated to each bone ...
- Wed Jan 21, 2004 2:46 pm
- Forum: Beginners Help
- Topic: Volumetric light
- Replies: 0
- Views: 395
Volumetric light
How can I do volumetric light with Irrlicht?
- Fri Jan 09, 2004 3:55 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Dynamic textures
- Replies: 2
- Views: 1373
- Thu Jan 08, 2004 10:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Dynamic textures
- Replies: 2
- Views: 1373
Dynamic textures
With DirectX8 and above, it is possible to create dynamic textures: writing into these kind of texture is very fast, and thus, they are used for procedural textures, textures displaying video sequences, or simple 2D sprites.
In my previous job, where we used to develop 2D/3D mixed games, we made a ...
In my previous job, where we used to develop 2D/3D mixed games, we made a ...
- Mon Jan 05, 2004 6:54 pm
- Forum: Beginners Help
- Topic: Integrate irrlicht into a Windows application
- Replies: 12
- Views: 1163
Integrate irrlicht into a Windows application
I'm trying to develop a scene editor built around Irrlicht, and I try to get Irrlicht running inside a windows created by a Win32 application. By default, Irrlicht create its own windows, with a call to the Win32 function CreateWindow.
I succeeded in doing that by hacking the Irrlicht code, but is ...
I succeeded in doing that by hacking the Irrlicht code, but is ...
- Sat Dec 20, 2003 8:05 pm
- Forum: Beginners Help
- Topic: Compiling Irrlicht 4.2.0 with VC .NET 2003
- Replies: 0
- Views: 397
Compiling Irrlicht 4.2.0 with VC .NET 2003
I have just tried to compile the lastest version of Irrlicht with VC .NET 2003, and I got these errors (debug compile) :
d:\DEV\irrlicht\source\fast_atof.h(68 ) : error C2666: 'pow' : 7 overloads have similar conversions
d:\DEV\irrlicht\source\CCameraMayaSceneNode.cpp(246): error C2666: 'fmod' : 3 ...
d:\DEV\irrlicht\source\fast_atof.h(68 ) : error C2666: 'pow' : 7 overloads have similar conversions
d:\DEV\irrlicht\source\CCameraMayaSceneNode.cpp(246): error C2666: 'fmod' : 3 ...
- Tue Dec 16, 2003 9:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Bones animation
- Replies: 1
- Views: 1195
Bones animation
Is there a way to add support for Max or Maya animation done with bones/joints? Only Milkshape is currently supported, but it's not the main 3D creation software used. Max and Maya are widely used in the game industry, and joint animation is also widely used.
This kind of animation is more CPU ...
This kind of animation is more CPU ...