seems the link from Irrlicht's home is broken... or someone put it away?
I can't see the irrlicht wiki anymore...
Search found 47 matches
- Wed Mar 20, 2019 9:42 pm
- Forum: Beginners Help
- Topic: What happened to Irrlicht Wiki?
- Replies: 5
- Views: 1096
- 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
Workarounds: do we need to adopt all three or just implement one of them?
Next Irrlicht version release date?
Workarounds: do we need to adopt all three or just implement one of them?
Next Irrlicht version release date?
- 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
- 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
- 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...
- 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...
- 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?
- Thu Feb 25, 2016 1:42 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4714
Re: getSceneNodeAndCollisionPointFromRay works awfully
How big was "too big"? How much did you set it? (default = 2000)lumlum wrote:the farValue of my camera was too big
- 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...
- 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?
Doesn't this means there is a bug lurking somewhere in the get... function?
- 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
- 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
Until next trouble folks
- 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...
- 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())&&...
- 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
Some nodes create automatically a selector, some doesn't, so check this out