Yay, it works like a charm!
Thankkk you
Search found 26 matches
- Fri Aug 07, 2015 7:01 am
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
- Thu Aug 06, 2015 1:55 pm
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
Re: Rotate/Move a custom scene node
Sorry for the misunderstanding, I need the absolute position of each vertex.
When I launch a Ray i check the intersection with every triangle of my node, in order to do that I need every vertex's absolute position
When I launch a Ray i check the intersection with every triangle of my node, in order to do that I need every vertex's absolute position
- Thu Aug 06, 2015 1:32 pm
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
Re: Rotate/Move a custom scene node
For now on I'm using the first solution which is really good because it only takes few lines and is REALLY fluent :D The problem now is trying to select a node, when the node has moved during the rotation, his absolute position did change but his relative didn't. Unfortunately we can't get the absol...
- Thu Aug 06, 2015 7:23 am
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
Re: Rotate/Move a custom scene node
It works great :) Unfortunately my nodes' position is now relative to the barycentre, so when I do customNode->setParent(barycentre) every nodes chnage their position and the (0,0,0) is now the barycentre. I know that's the purpose of parent/children stuff, but is there a way to disable that and ena...
- Wed Aug 05, 2015 8:27 pm
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
Re: Rotate/Move a custom scene node
Actually not, I want all my nodes to rotate around the barycentre (center of gravity) of the structure. Imagine a house made of a lot of custom node (all the same for now), you want to see the bottom, then the top. Without moving the camera, you can rotate the structure around the center of gravity ...
- Wed Aug 05, 2015 12:14 pm
- Forum: Beginners Help
- Topic: Rotate/Move a custom scene node
- Replies: 10
- Views: 1373
Rotate/Move a custom scene node
Hello, I'm working on triggering the rotation of my custom scene node with a left button click. For some reasons I don't want to move the camera around it, I want my node to move/rotate (which is the same result for the user). I tried to use pNode->setPosition() but this is too random as I never kno...
- Thu Jul 30, 2015 1:05 pm
- Forum: Beginners Help
- Topic: Camera without perspective
- Replies: 4
- Views: 629
Re: Camera without perspective
Hello,
Sorry for the delay I had somethings to fix.
Thank you for helping me, once again
BIlly !
Sorry for the delay I had somethings to fix.
Thank you for helping me, once again
BIlly !
- Thu Jul 23, 2015 2:52 pm
- Forum: Beginners Help
- Topic: Camera without perspective
- Replies: 4
- Views: 629
Re: Camera without perspective
Thank you
I couldn't find the setOrthogonal(true), any ideas ?
I couldn't find the setOrthogonal(true), any ideas ?
- Thu Jul 23, 2015 9:59 am
- Forum: Beginners Help
- Topic: Camera without perspective
- Replies: 4
- Views: 629
Camera without perspective
Hello, I know this question has been asked many times but I can't make it through... I've a camera and I'm trying to disable the perspective, but i know nothing about matrix. Here's how my current camera displays a cube which faces me: http://image.noelshack.com/minis/2015/30/1437645552-capture.png ...
- Tue Jul 07, 2015 12:47 pm
- Forum: Beginners Help
- Topic: Selecting a custom node
- Replies: 10
- Views: 1301
Re: Selecting a custom node
Hola,
I solved the problem by calculating the vector 'ray', with the node coordinates I can check if the ray goes through the node or not.
If not, I just set the mask to ignore my first node, etc...
Thank you for the ideas,
Billy
I solved the problem by calculating the vector 'ray', with the node coordinates I can check if the ray goes through the node or not.
If not, I just set the mask to ignore my first node, etc...
Thank you for the ideas,
Billy
- Fri Jul 03, 2015 9:21 am
- Forum: Beginners Help
- Topic: Selecting a custom node
- Replies: 10
- Views: 1301
Re: Selecting a custom node
Ya sorry, I don't get it.
If I set the object's color, what's the difference with the texture ?
I want all my objects to have the same texture/color...
If I set the object's color, what's the difference with the texture ?
I want all my objects to have the same texture/color...
- Fri Jul 03, 2015 7:52 am
- Forum: Beginners Help
- Topic: Selecting a custom node
- Replies: 10
- Views: 1301
Re: Selecting a custom node
There's a lack of precision with this method, because many objects have the same texture.
I know I'm a pain in the ***...
I know I'm a pain in the ***...
- Fri Jul 03, 2015 7:25 am
- Forum: Beginners Help
- Topic: Selecting a custom node
- Replies: 10
- Views: 1301
Re: Selecting a custom node
Thanks man, that's a truly good idea!
However, I'm currently selecting the exact same type of objects...
I can not set a filter
However, I'm currently selecting the exact same type of objects...
I can not set a filter
- Thu Jul 02, 2015 12:24 pm
- Forum: Beginners Help
- Topic: Selecting a custom node
- Replies: 10
- Views: 1301
Selecting a custom node
Hola, Once again I'm stuck...I'm trying to make my custom scene nodes selectable using different methods, such as: scene::ISceneNode* pNode = 0; core::line3df collRay; core::triangle3df collTriangle; core::vector3df collPoint; collRay = smgr->getSceneCollisionManager()->getRayFromScree...
- Tue Jun 30, 2015 3:23 pm
- Forum: Beginners Help
- Topic: Texture on a custom node
- Replies: 8
- Views: 1016
Re: Texture on a custom node
Hello,
It finally works out !
I ended up defining 14 vertex to set a different texture for each faces
Thank you man
It finally works out !
I ended up defining 14 vertex to set a different texture for each faces
Thank you man