Search found 7 matches
- Thu Aug 16, 2018 10:02 pm
- Forum: Beginners Help
- Topic: Player collision fails for custom scene node
- Replies: 6
- Views: 1059
Re: Player collision fails for custom scene node
Luckily, I won't need to send any code, as I took a look at the bounding box and noticed that collisions only took place on the underside of the mesh just like you predicted. Inverting the vertex order did indeed solve the problem, and in turn flipped the faces back to normal. I'll remember that col...
- Tue Aug 14, 2018 9:10 am
- Forum: Beginners Help
- Topic: Player collision fails for custom scene node
- Replies: 6
- Views: 1059
Re: Player collision fails for custom scene node
Well, it isn't so much a custom scene node as a class, but it's a mesh which is then put into a animated scene node, which is then fed into the triangle selector. The mesh is created as shown below (this is most likely the source of the problem): FastNoise tNoise; // Create a FastNoise o...
- Sat Aug 11, 2018 9:56 am
- Forum: Beginners Help
- Topic: Player collision fails for custom scene node
- Replies: 6
- Views: 1059
Re: Player collision fails for custom scene node
Thanks for your speedy reply. I tried the code both with a regular triangle selector fed into the metatriangle selector, and with just the triangle selector put into the camera animator. For both, I can no longer collide with the rest of the map as I'm just using selector2 not selector1 (which means...
- Fri Aug 10, 2018 11:37 am
- Forum: Beginners Help
- Topic: Player collision fails for custom scene node
- Replies: 6
- Views: 1059
Player collision fails for custom scene node
Hello. I have attempted to make a mesh from triangles, but when I come to add the collision selectors, I fail to collide with the the mesh. Here is the relevant code: buf->recalculateBoundingBox(); Mesh->recalculateBoundingBox(); IMeshSceneNode* myNode = smgr->add...
- Sat Jun 02, 2018 11:30 am
- Forum: Beginners Help
- Topic: How to setup a callback?
- Replies: 3
- Views: 812
Re: How to setup a callback?
Thanks both of you, it's now working as intended.
- Fri Jun 01, 2018 3:14 pm
- Forum: Beginners Help
- Topic: How to setup a callback?
- Replies: 3
- Views: 812
How to setup a callback?
Hi, sorry for another post. I tried to setup an end of animation callback for one of my models, but the application crashes with the following code: IAnimationEndCallBack* walkCall; walkCall->OnAnimationEnd(light); light->setAnimationEndCallback(walkCall); light->setLoopMode(false); I'm sure I'm doi...
- Fri May 25, 2018 6:02 pm
- Forum: Beginners Help
- Topic: Lighting and shadows splits surfaces into blocks (Bug?)
- Replies: 0
- Views: 3715
Lighting and shadows splits surfaces into blocks (Bug?)
I have made a randomly generated block-like structure using Lonesome Ducky's BatchingMesh Class. I believe that it merges the vertices, but the shadows behave as if the blocks are not connected at all. This is what happens when I set the lvl->setMaterialFlag(EMF_LIGHTING, true) flag (lvl == the grou...