Ok, I've changed my code to work with the times that the collision point is 0,0,0. However this still isn't working 100% of the time and is really pissing me off...
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Search found 367 matches
- Tue Jan 03, 2006 4:05 am
- Forum: Advanced Help
- Topic: getCollisionPoint always returns false...
- Replies: 13
- Views: 491
- Tue Jan 03, 2006 3:59 am
- Forum: Advanced Help
- Topic: getCollisionPoint always returns false...
- Replies: 13
- Views: 491
Oddly enough, the collision point is always 0,0,0 as well... and the collision triangle is all 0's! XD
WTF?
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MERCEDES-BENZ R170 HISTORY
WTF?
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MERCEDES-BENZ R170 HISTORY
- Tue Jan 03, 2006 3:57 am
- Forum: Advanced Help
- Topic: getCollisionPoint always returns false...
- Replies: 13
- Views: 491
Still have the problem... Any other ideas? Here's my code: void gf_gamePathFinderNode::linkUp(irr::core::array<gf_gamePathFinderNode*> nodes) { irr::core::line3d<irr::f32> collisionLine; irr::core::vector3df collisionPoint; irr::core::triangle3df collisionTriangle; collisionLine.start = position; fo...
- Mon Jan 02, 2006 5:23 am
- Forum: Advanced Help
- Topic: getCollisionPoint always returns false...
- Replies: 13
- Views: 491
getCollisionPoint always returns false...
Hello, I passed all of the appropriate parameters to getCollisionPoint and it still returns false... Pretty much these are the circumstances (using an IMetaTriangleSelector): >>>> line >>>>>>> | triangle | >>>> It still returns false... no matter what I do! Yes, the meta selector has triangle select...
- Thu Dec 29, 2005 7:31 pm
- Forum: Beginners Help
- Topic: 2 Terrain questions
- Replies: 3
- Views: 396
- Thu Dec 29, 2005 4:03 am
- Forum: Bug reports
- Topic: Feature implemented: IVideoDriver::draw2DTriangle
- Replies: 3
- Views: 429
In IVideoDriver.h (add before draw2DRectangle): //! Draws a 2d triangle with a gradient. /** \param c1: Color of point 1. \param c2: Color of point 2. \param c3: Color of point 3. \param p1: Triangle point 1. \param p2: Triangle point 2. \param p3: Triangle point 3. */ virtual void draw2DTriangle(SC...
- Thu Dec 29, 2005 3:52 am
- Forum: Bug reports
- Topic: Feature implemented: IVideoDriver::draw2DTriangle
- Replies: 3
- Views: 429
In IVideoDriver.h (add before draw2DRectangle): //! Draws a 2d triangle /** \param color: Color of the triangle to draw. The alpha component will not be ignored. \param p1: Triangle point 1. \param p2: Triangle point 2. \param p3: Triangle point 3. */ virtual void draw2DTriangle(SColor color, core::...
- Thu Dec 29, 2005 3:49 am
- Forum: Bug reports
- Topic: Feature implemented: IVideoDriver::draw2DTriangle
- Replies: 3
- Views: 429
Feature implemented: IVideoDriver::draw2DTriangle
For those of you who want more complex GUIs in your game: http://img461.imageshack.us/img461/9797/irrlichtdraw2dtriangle7or.jpg I've implemented a new feature into Irrlicht: IVideoDriver::draw2DTriangle The current overload I'm posting cannot handle gradients yet, I'm going to make that one right no...
- Thu Dec 29, 2005 12:14 am
- Forum: Beginners Help
- Topic: x files not working
- Replies: 8
- Views: 455
It supports bones, and with bones means you can transform individual vertices, I'm unsure if it is possible to modify UVs yet. Anyway, best of luck!
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- Wed Dec 28, 2005 9:39 pm
- Forum: Beginners Help
- Topic: x files not working
- Replies: 8
- Views: 455
Did you try resaving them with MView.exe that comes with the DirectX SDK? What did you use to export them, and what settings did you use (if you made them that is)? Sometimes they will not work if they are composed of multiple objects. If they are, try merging them together and then reexporting. ___...
- Wed Dec 28, 2005 8:28 am
- Forum: Off-topic
- Topic: Small texture editor.
- Replies: 5
- Views: 436
Best part is that I've got it working in Irrlicht now!
I'm making improvements, like opacity effects... Optimizations too, I'll get back to you guys later when it is ready for use.
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Maryjane
I'm making improvements, like opacity effects... Optimizations too, I'll get back to you guys later when it is ready for use.
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Maryjane
- Tue Dec 27, 2005 7:51 am
- Forum: Bug reports
- Topic: Terrain creation suggestion...
- Replies: 4
- Views: 776
In ISceneManager.h (after first addTerrainSceneNode): //! Adds a terrain scene node to the scene graph. /** Just like the other addTerrainSceneNode() method, but takes an IImage pointer as parameter for the heightmap. For more informations take a look add the other overload. */ virtual ITerrainScene...
- Tue Dec 27, 2005 7:48 am
- Forum: Bug reports
- Topic: Terrain creation suggestion...
- Replies: 4
- Views: 776
- Tue Dec 27, 2005 7:46 am
- Forum: Bug reports
- Topic: Terrain creation suggestion...
- Replies: 4
- Views: 776
- Tue Dec 27, 2005 7:44 am
- Forum: Bug reports
- Topic: Terrain creation suggestion...
- Replies: 4
- Views: 776
OK, now I have a function that takes IImage pointers. All I have to do now is modify ISceneManager. In CTerrainSceneNode.h (add in the public part of the class): //! Initializes the terrain data. Loads the vertices from the heightMapFile. virtual bool loadHeightMap(video::IImage* heightMap, video::S...