Search found 47 matches

by kormoran
Wed Mar 20, 2019 9:42 pm
Forum: Beginners Help
Topic: What happened to Irrlicht Wiki?
Replies: 5
Views: 1096

What happened to Irrlicht Wiki?

seems the link from Irrlicht's home is broken... or someone put it away?
I can't see the irrlicht wiki anymore...
by kormoran
Sun Mar 06, 2016 9:53 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

Thank you CuteAlien :D

Workarounds: do we need to adopt all three or just implement one of them?

Next Irrlicht version release date? :wink:
by kormoran
Thu Mar 03, 2016 6:32 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

If you have really fixed that, could you please share the patch or apply it in the trunk ASAP? I'm going to need it soon... thanks :)
by kormoran
Sun Feb 28, 2016 10:19 pm
Forum: Beginners Help
Topic: Server
Replies: 16
Views: 2315

Re: Server

Irrlicht does just 3D, it does not mess with networking (or physics). To implement a game server, either use a proper framework/library along with Irrlicht or write your own 8)
by kormoran
Fri Feb 26, 2016 11:37 am
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

Of course. But the ray (the line3df) is calculated by X/Xmax Y/Ymax ratios, so it SHOULD remain the same no matter the frustum length. If setting a farValue too big hinders the ray calculation, there is something wrong...
by kormoran
Thu Feb 25, 2016 10:03 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

No, it does not. The ray is calculated from mouse position and far frustum corners. The farValue is not taken into account, at least not directly. It's used to calculate the transform matrix...
by kormoran
Thu Feb 25, 2016 3:15 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

This is interesting. The camera's FarValue shouldn't matter at all for ray calculations... hmmm... maybe the FOV comes in the way?
by kormoran
Thu Feb 25, 2016 1:42 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

lumlum wrote:the farValue of my camera was too big
How big was "too big"? How much did you set it? (default = 2000)
by kormoran
Thu Feb 25, 2016 12:18 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

I just modified the example win32window, stopping the cam, adding a triangle selector to the cube and trying to select & rotate the cube itself by clicking on it: nothing. Can't select the cube... :|
by kormoran
Tue Feb 23, 2016 6:30 pm
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

Hmm... if it's not a problem of tiny triangles, why alexazazel had troubles with selection until he changed function?
Doesn't this means there is a bug lurking somewhere in the get... function?
by kormoran
Mon Feb 22, 2016 9:31 am
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

Hmm... mesh triangles too small to be collided? Good to know however :)
by kormoran
Sun Feb 21, 2016 12:06 pm
Forum: Beginners Help
Topic: (solved) Animatorless animations
Replies: 5
Views: 846

Re: Animatorless animations

It works now. I already had some clues that setRotation() argument wasn't really a vector... I suppose I'm also to blame for not having investigated deeper. Oh well.

Until next trouble folks :P
by kormoran
Sun Feb 21, 2016 10:09 am
Forum: Beginners Help
Topic: (solved) Animatorless animations
Replies: 5
Views: 846

Re: Animatorless animations

What is the initial value of GrabRot? And why are you casting a vector to Euler angles? If GrabRot is initially (0, 0, 0) it will stay (0, 0, 0). You guessed right. However, changing it to a (initial) random value did no good. I'm just trying to animate a cube, this is a rotation but it could be an...
by kormoran
Sat Feb 20, 2016 3:10 pm
Forum: Beginners Help
Topic: (solved) Animatorless animations
Replies: 5
Views: 846

(solved) Animatorless animations

I'm trying to move scene nodes without animators, since there are no predefined tracks to follow. Problem is, ISceneNode::setRotation() and ISceneNode::setPosition() functions does not work :? Here is a trying I'm doing with setRotation(), I tried setPosition() too while((MyApp.IsRunning())&&...
by kormoran
Sat Feb 20, 2016 9:02 am
Forum: Beginners Help
Topic: getSceneNodeAndCollisionPointFromRay works awfully
Replies: 44
Views: 4714

Re: getSceneNodeAndCollisionPointFromRay works awfully

On the trivial side, have you set up triangle selectors for all of your objects? Without them, getSceneNodeAnd... returns NULL.
Some nodes create automatically a selector, some doesn't, so check this out :!: