Search found 18 matches
- Fri Aug 08, 2014 5:08 pm
- Forum: Beginners Help
- Topic: Tutorial19 Mouse input copy/pasted does not work. WHY ç_ç
- Replies: 0
- Views: 706
Tutorial19 Mouse input copy/pasted does not work. WHY ç_ç
The issue is for sure how i split the declaration/ definition but i cant figure out what is wrong. Here are the source files: EventReceiver.h using namespace irr; class MyEventReceiver : public IEventReceiver { private: bool KeyIsDown[KEY_KEY_CODES_COUNT]; bool KeyIsUp[KEY_KEY_CODES_...
- Sun Aug 03, 2014 5:23 pm
- Forum: Advanced Help
- Topic: moving platforms ? (irrbullet)
- Replies: 5
- Views: 1070
Re: moving platforms ? (irrbullet)
Hm what happens if you parent the pg to the platform only when the pg is standing on it?
What is that falls? The pg or the platform?
What is that falls? The pg or the platform?
- Sat Aug 02, 2014 12:15 pm
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
Yeah that was the error, i put the lenght of the indices array (36) but all that parameter asks for is the number of primitives (12). I knew it was an error on my part but i was sure that line was ok. (because im bad) Thank you very much mongoose! Btw The triangles need to be 12, you count 2 per fac...
- Thu Jul 31, 2014 10:20 pm
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
Using driver->drawIndexedTriangleList(&Vertices[0], 12, &indices[0], 12); instead of driver->drawVertexPrimitiveList(&Vertices[0], 12, &indices[0], 36, EVT_STANDARD, EPT_TRIANGLES, EIT_16BIT); the cube has no glitches. Weird thing is that if i draw the cube using buffer it looks ok w...
- Thu Jul 31, 2014 7:44 am
- Forum: Beginners Help
- Topic: Simple Question - read below
- Replies: 3
- Views: 323
Re: Simple Question - read below
Irrlicht functionality keeps working even after the trial ends.oppositescopez wrote:but i thought it was a part of copper cube thats only a 14 day trial?
- Wed Jul 30, 2014 10:00 pm
- Forum: Beginners Help
- Topic: Simple Question - read below
- Replies: 3
- Views: 323
Re: Simple Question - read below
This is what i use for camera and basic info: showDevData(ICameraSceneNode* camera, IGUIEnvironment* guienv, IVideoDriver* driver, IrrlichtDevice* device) { then = device->getTimer()->getTime(); timer = device->getTimer(); const u32 now = device->getTimer()->getTime(); const f32 fram...
- Tue Jul 29, 2014 8:19 pm
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
I did not code anything to show a pillar. There are supposed to be only cubes, what you highlighted on that pic is a glitch that i am trying to get rid of.
Perhaps im a complete dumb and you are telling me something that i dont get.
Perhaps im a complete dumb and you are telling me something that i dont get.
- Tue Jul 29, 2014 9:26 am
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
Er.. there are no pillars in this. I dont know what you mean by pillar
- Tue Jul 29, 2014 8:30 am
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
That's called Z-fighting. Don't draw two surfaces a the exact same position. Could you be more specific? This is the method i use to draw: Vertices[0] = S3DVertex(0,0,0, -1,-1,-1, color, 0, 1); Vertices[1] = S3DVertex(10,0,0, 1,-1,-1, color, 1, 1); Vertices[2] = S3DVertex(10,10,0, 1,1...
- Mon Jul 28, 2014 9:22 pm
- Forum: Beginners Help
- Topic: Seams where objects meet
- Replies: 13
- Views: 1123
Re: Seams where objects meet
http://i.imgur.com/9geESdv.png I believe this is what he means, it is happening to me too right now and i also have no clue what is this caused by... Oh and i am using a custom scene node (drawing the cube using vertex and indices) btw... The lines are relative to the camera position, if i move aro...
- Tue Jul 22, 2014 7:05 pm
- Forum: Beginners Help
- Topic: Help on "attaching" a Node (and its mesh) to an entity
- Replies: 4
- Views: 465
Re: Help on "attaching" a Node (and its mesh) to an entity
yay i did it using the composition method. Im so proud right now XD even if its a pity achievement for most of you guys im happy
- Tue Jul 22, 2014 5:32 pm
- Forum: Beginners Help
- Topic: Help on "attaching" a Node (and its mesh) to an entity
- Replies: 4
- Views: 465
Re: Help on "attaching" a Node (and its mesh) to an entity
I am reading right now about "composition" (basically storing pointers to nodes in classes, in this case) But im not sure to understand how it would work.. i assume i will need to create functions for basically everything (movement and such). Could someone please point me to the right way?...
- Tue Jul 22, 2014 11:19 am
- Forum: Beginners Help
- Topic: Help on "attaching" a Node (and its mesh) to an entity
- Replies: 4
- Views: 465
Help on "attaching" a Node (and its mesh) to an entity
Here is my class: .h class CreatureClass : public scene::ISceneNode { scene::IAnimatedMesh *mesh; core::aabbox3d<f32> Box; video::SMaterial Material; public: CreatureClass(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);// : scene::ISceneNode(parent, mgr, id){}; ...
- Wed Jul 09, 2014 12:12 pm
- Forum: Beginners Help
- Topic: How to get system time?
- Replies: 3
- Views: 722
Re: How to get system time?
Yeah sorry im just dumb... Thank you for helping me opening my eyes.
Here is how it works (if somebody needs it):
Btw the full error was:
Here is how it works (if somebody needs it):
Code: Select all
ITimer *real_time = device->getTimer();
u32 system_hour = real_time->getRealTimeAndDate().Hour;
- Tue Jul 08, 2014 8:17 pm
- Forum: Beginners Help
- Topic: How to get system time?
- Replies: 3
- Views: 722
How to get system time?
Im trying to use: ITimer *real_time; u32 system_hour = real_time->getRealTimeAndDate().Hour; But this doesnt seem to work (compile errors). Is there a better/proper way to get system hour? Please help Here is the error that i get, relative to real_time; __vfptr CXX0030: Errore: impossibile val...