You are right, I think mesh had problems, I deleted the cube in blender and made new one, it works now.mongoose7 wrote:Does your cube have outside and inside surfaces?
Search found 31 matches
- Tue Aug 23, 2016 10:46 pm
- Forum: Beginners Help
- Topic: Z-fighting like artifacts when using ShadowVolumeSceneNode
- Replies: 2
- Views: 1239
Re: Z-fighting like artifacts when using ShadowVolumeSceneNo
- Tue Aug 23, 2016 10:09 pm
- Forum: Beginners Help
- Topic: Z-fighting like artifacts when using ShadowVolumeSceneNode
- Replies: 2
- Views: 1239
Z-fighting like artifacts when using ShadowVolumeSceneNode
The cube mesh is from Blender default starting scene. When I move the camera around these artifacts flicker. How to fix it? Sorry if this question has been asked many times, if find forum search difficult to use :( scene::IAnimatedMeshSceneNode *cube = smgr->addAnimatedMeshSceneNode(smgr->getMesh(...
- Sat Jul 09, 2016 2:18 pm
- Forum: Advanced Help
- Topic: Strange behavior when running irrlicht at lo-res
- Replies: 3
- Views: 971
Re: Strange behavior when running irrlicht at lo-res
This is a restriction in Windows itself. You can't make smaller If you could change it in next versions it would be great but for now I think I could just cut screenshot and that will work, I'm just struggling to figure out what the exact size my windows is. What's the function that will getWindowR...
- Sat Jul 09, 2016 11:06 am
- Forum: Advanced Help
- Topic: Strange behavior when running irrlicht at lo-res
- Replies: 3
- Views: 971
Strange behavior when running irrlicht at lo-res
TL;Didn't read I can't create a window that is small like 80x80 or anything in that range or smaller apparently does set the y axis as I ask it to but it doesn't set the x axis smaller than some value. Why is that? Can I still do it in some other way? TL;Don't read When I set resolution dimensions ...
- Sun Jun 26, 2016 10:35 am
- Forum: Beginners Help
- Topic: Is unlock necessary if I'm doing drop? (IImage)
- Replies: 6
- Views: 877
Re: Is unlock necessary if I'm doing drop? (IImage)
Basically doesn't matter at all as unlock() was never used (it does exactly nothing). In trunk we even deprecated it and replaced lock/unlock by a getData() function. I will sound dumb but what is that trunk thing I keep hearing? I googled it and found a git repo that has no description other than ...
- Sat Jun 25, 2016 3:34 pm
- Forum: Beginners Help
- Topic: Is unlock necessary if I'm doing drop? (IImage)
- Replies: 6
- Views: 877
Is unlock necessary if I'm doing drop? (IImage)
When using IImage object, is using unlock after lock necessary if I'm doing drop anyways?
A trivial question but still interesting. I suspect it's not necessary.
A trivial question but still interesting. I suspect it's not necessary.
- Fri Jun 24, 2016 6:49 pm
- Forum: Advanced Help
- Topic: get full pixel array from IImage instead of one at a time
- Replies: 10
- Views: 3437
Re: get full pixel array from IImage instead of one at a tim
Create a rt texture for example with: irr::video::ITexture * rt = videoDriver->addRenderTargetTexture(texdim, "rtTxt", irr::video::ECF_A8R8G8B8); As I checked, that already makes it slower than using IImage even when I create rt outside the game loop. By the way, is it possible to disable...
- Thu Jun 23, 2016 6:36 pm
- Forum: Advanced Help
- Topic: get full pixel array from IImage instead of one at a time
- Replies: 10
- Views: 3437
Re: get full pixel array from IImage instead of one at a tim
Earlier you mentioned
What exactly do you mean?CuteAlien wrote: Slightly faster - render your result to a texture. And then use ITexture::lock().
- Tue Jun 21, 2016 5:29 pm
- Forum: Advanced Help
- Topic: get full pixel array from IImage instead of one at a time
- Replies: 10
- Views: 3437
Re: get full pixel array from IImage instead of one at a tim
Cast it to u8*. The format depends on what your texture format is, maybe it's rgba, maybe something else. Did it, thanks! u8* source = (u8) image->lock(); Tutorial get's you started with shaders. When you have questions the forum always helps :-) Thank you very much. I'm thinking of going with ...
- Mon Jun 20, 2016 4:02 pm
- Forum: Advanced Help
- Topic: get full pixel array from IImage instead of one at a time
- Replies: 10
- Views: 3437
Re: get full pixel array from IImage instead of one at a tim
You can access IImage data by IImage::lock() void* source = image->lock(); And how do I use source now to access the data? And last solution which is a lot faster - work with shaders in all intermediate steps. They are more or less perfect for working with kernels. And that way you remove the slow ...
- Mon Jun 20, 2016 2:19 pm
- Forum: Advanced Help
- Topic: get full pixel array from IImage instead of one at a time
- Replies: 10
- Views: 3437
get full pixel array from IImage instead of one at a time
I'm planning to make a simulation in Irrlicht and I expect to have a high performance. What I need is taking screenshots for doing computation upon it at every frame. What I found out that could be done is demonstrated in the following pseudocode video::IImage* image = driver->createScreenShot(); ...
- Wed Mar 09, 2016 8:44 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4986
Re: getSceneNodeAndCollisionPointFromRay works awfully
Absolutely.CuteAlien wrote: AlexAzazel, I've put your 3D model as well in my test-repository - I hope that's fine.
- Mon Feb 29, 2016 7:33 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4986
Re: getSceneNodeAndCollisionPointFromRay works awfully
Haha, wow. You know why? I made it and it was my first model. I only watched two 15 minute tutorials before making that. But that doesn't quite explain it until I know what exactly is wrong with the model.CuteAlien wrote: Maybe something in the model is strange.
- Sun Feb 28, 2016 7:58 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4986
Re: getSceneNodeAndCollisionPointFromRay works awfully
Thanks a lot CuteAlien . I knew I should have used 0 and 1. I'm just used to coding in Matlab and I forgot. Should I rest materials per every frame or should I make it once outside the game loop? And I'm bit confused where to put .cpp files. Is the naming of the folder "INCEPTUM" improper ...
- Wed Feb 24, 2016 6:55 pm
- Forum: Beginners Help
- Topic: getSceneNodeAndCollisionPointFromRay works awfully
- Replies: 44
- Views: 4986
Re: getSceneNodeAndCollisionPointFromRay works awfully
Hmm... mesh triangles too small to be collided? Good to know however :) I doubt that's the case, upper part of the mesh (ceiling of the tank) is really big and flat square and very often I couldn't click on it either even when camera was really close. I assume this might be a bug. At least it looks...