Thanks for the reply. I'm looking forward for this implementation...
About my linkedge problem:I found that If
I Implement my irrlicht_main() inside a .mm file (objective-c++ file)
it removes my linkedge problem (I guess my problem was the objective-c compiler).
Search found 10 matches
- Wed Dec 23, 2015 11:37 am
- Forum: Beginners Help
- Topic: [IOS] 'irrlicht_main' instead of standard 'main'?
- Replies: 7
- Views: 1439
- Wed Dec 23, 2015 9:40 am
- Forum: Beginners Help
- Topic: [IOS] 'irrlicht_main' instead of standard 'main'?
- Replies: 7
- Views: 1439
[IOS] 'irrlicht_main' instead of standard 'main'?
Hi, Environment: ios, xcode 6.2,ipad model: ME814HB/A , ios: 8.1.2 I ran the example code of ios and managed to make it work correctly. now I want to create a device of irrlicht within my framework the same way I did in windows: irr::SIrrlichtCreationParameters params; params.DriverType = irr:...
- Wed Dec 16, 2015 4:41 pm
- Forum: Beginners Help
- Topic: Irrlicht's buildProjectionMatrixPerspectiveRH calculation
- Replies: 5
- Views: 884
Re: Irrlicht's buildProjectionMatrixPerspectiveRH calculatio
Hi, Thanks for the replies. I found a way to take my framework's settings (that configured in opengl) and inject it directly to irrlicht (as is). Here is my solution: // R= rotation matrix T=Translation, M= ModelView matrix cv::Matx33f R_ = R.t(); M(0,0)=modelScale*R_(0,0); M(1,0)=R_(1,0); M(2,0...
- Sun Dec 13, 2015 9:08 am
- Forum: Beginners Help
- Topic: Irrlicht's buildProjectionMatrixPerspectiveRH calculation
- Replies: 5
- Views: 884
Re: Irrlicht's buildProjectionMatrixPerspectiveRH calculatio
Hi, Thanks for the replies. Actually the first thing that I tried (with the opengl version) was to use the transpose matrix which did not work. My current problem is I don't know why things works... I found a projection that does work, but I don't understand why . Here is the projection matrix that ...
- Wed Dec 09, 2015 4:02 pm
- Forum: Beginners Help
- Topic: Irrlicht's buildProjectionMatrixPerspectiveRH calculation
- Replies: 5
- Views: 884
Irrlicht's buildProjectionMatrixPerspectiveRH calculation
Hi, Environment: windows 7 64 bit, c++ visual studio 2012, no clr, opengl driver. This is perhaps a stupid question but It's not so clear to me. here is an explanation with all the calculation for how to implement perspective projection in opengl: http://www.songho.ca/opengl/gl_projectionmatrix.html...
- Wed Nov 25, 2015 9:59 am
- Forum: Beginners Help
- Topic: Model's rotation and translation
- Replies: 7
- Views: 1103
Re: Model's rotation and translation
Thank you all for the replies, I entered here to publish my solution and I see CuteAlien and AReichl has already revealed it. :D As they said , I Implemented ISceneNode::getRelativeTransformation in a IDummyTransformationSceneNode using my transformation, and then injected it as a parent node to my ...
- Sun Nov 22, 2015 2:24 pm
- Forum: Beginners Help
- Topic: Model's rotation and translation
- Replies: 7
- Views: 1103
Re: Model's rotation and translation
Thanks for the reply! You shouldn't be looking at the absolute transformation, but at the local transformation. I'm not sure what you mean by that... do you refer to the RelativeTranslation,RelativeRotation,RelativeScale in ISceneNode? if you are, RelativeRotation is a yaw pitch roll represntation (...
- Sun Nov 22, 2015 9:26 am
- Forum: Beginners Help
- Topic: Model's rotation and translation
- Replies: 7
- Views: 1103
Model's rotation and translation
Hi, Environment: windows 7 64 bit, c++ visual studio 2012, no clr. I want to implement rotation and translation on a model using R (matrix 3x3) and T (vector 1x3) that I get from a framework that uses irrlicht. * I noticed I can use the set position option for the translation but in the rotation it ...
- Wed Nov 11, 2015 12:33 pm
- Forum: Beginners Help
- Topic: Using Irrlicht engine just to support model rendering
- Replies: 2
- Views: 738
Re: Using Irrlicht engine just to support model rendering
Thank you for your answer.
My problem was (like in many cases in opengl) in the opengl pipeline.
I did not call glEnable(GL_DEPTH_TEST)
after I called glDisable(GL_DEPTH_TEST)
in one of my primitives drawings.
The other issue caused by bad integration...
My problem was (like in many cases in opengl) in the opengl pipeline.
I did not call glEnable(GL_DEPTH_TEST)
after I called glDisable(GL_DEPTH_TEST)
in one of my primitives drawings.
The other issue caused by bad integration...
- Sun Nov 08, 2015 8:58 am
- Forum: Beginners Help
- Topic: Using Irrlicht engine just to support model rendering
- Replies: 2
- Views: 738
Using Irrlicht engine just to support model rendering
Hi, Environment: windows 7 64 bit, c++ visual studio 2012, no clr. I'm new in irrlicht. I have my own framework which I use in order to draw simple primitive in 3D such as: lines, images,text, points etc. In this framework: *I use openGL (I define my own coordinate system). * the framework has it's ...