Just implementing the code with the IDs didn't solve the problem.
Now I took the Collision Example and copied my code in there.
Now it works.
Something was wrong in my old project, but I couldn't find out, what it was.
Best regards,
tobmaster
Search found 9 matches
- Thu Apr 02, 2015 7:56 pm
- Forum: Beginners Help
- Topic: Only a few triangles are hit by ray
- Replies: 5
- Views: 946
- Wed Apr 01, 2015 6:39 pm
- Forum: Beginners Help
- Topic: Only a few triangles are hit by ray
- Replies: 5
- Views: 946
Re: Only a few triangles are hit by ray
I compared my program with the example "Collision". Somehow I didn't implement the part with: enum { // I use this ISceneNode ID to indicate a scene node that is // not pickable by getSceneNodeAndCollisionPointFromRay() ID_IsNotPickable = 0, // I use this flag in ISceneNo...
- Wed Apr 01, 2015 4:55 pm
- Forum: Beginners Help
- Topic: Only a few triangles are hit by ray
- Replies: 5
- Views: 946
Re: Only a few triangles are hit by ray
@thanhle:
Yes I basically created my game with the tutorial.
The problem is that the tutorial doesn't include mouse events.
@Foaly:
Yes that's exactly my problem (:
It could be a lot of things but I ran out of ideas what I could try next.
I use .obj-Files for my meshes.
Best Regards,
tobmaster
Yes I basically created my game with the tutorial.
The problem is that the tutorial doesn't include mouse events.
@Foaly:
Yes that's exactly my problem (:
It could be a lot of things but I ran out of ideas what I could try next.
I use .obj-Files for my meshes.
Best Regards,
tobmaster
- Tue Mar 31, 2015 6:07 pm
- Forum: Beginners Help
- Topic: Only a few triangles are hit by ray
- Replies: 5
- Views: 946
Only a few triangles are hit by ray
Hello everybody, I've already searched different forums but couldn't find any solution for this topic. I have a scenenode with a camera behind it (3rd Person View). I perform a ray for detecting things in front of the character: core::line3d<f32> ray; core::vector2d<s32> pos; ...
- Sat Mar 07, 2015 10:48 pm
- Forum: Game Programming
- Topic: Delphi GetSceneNodefromRay
- Replies: 7
- Views: 5113
Re: Delphi GetSceneNodefromRay
This topic can be closed.
I switched to C++ and now I managed to do this.
Greetings, tobmaster
I switched to C++ and now I managed to do this.
Greetings, tobmaster
- Thu Mar 05, 2015 6:19 pm
- Forum: Game Programming
- Topic: Delphi GetSceneNodefromRay
- Replies: 7
- Views: 5113
Re: Delphi GetSceneNodefromRay
Thanks for the answers so far. No I don't get any warnings in my compiler. Now I tried it like this: smgr.getSceneCollisionManager.getRayFromScreenCoordinates(Ray,getvector2dip(800,400),Camera); And I get exact the same result, so I am pretty sure that this line is correct. I can also use some value...
- Wed Mar 04, 2015 6:58 pm
- Forum: Game Programming
- Topic: Delphi GetSceneNodefromRay
- Replies: 7
- Views: 5113
Re: Delphi GetSceneNodefromRay
Yes, I think getPosition is needed to find the ScreenCenter in this case. I receive the same outcome as if I use @MouseState.getposition. But the Ray seems to work fine: http://up.picr.de/21181226oi.jpg The error occurs in this line: OutNode := smgr.getSceneCollisionManager.getSceneNodeAndCollisionP...
- Tue Mar 03, 2015 5:37 pm
- Forum: Game Programming
- Topic: Delphi GetSceneNodefromRay
- Replies: 7
- Views: 5113
Re: Delphi GetSceneNodefromRay
Does really nobody have a working example of this?
- Fri Feb 27, 2015 7:28 am
- Forum: Game Programming
- Topic: Delphi GetSceneNodefromRay
- Replies: 7
- Views: 5113
Delphi GetSceneNodefromRay
Hello everybody, I have already searched different forums and spent a lot of hours on this topic. I am working with irrDelphi. I haven't got any big problems so far, except this one: I want to use a ray, which is sent from the ScreenCenter, for detecting the nearest SceneNode. function irrEvent(cons...