Search found 367 matches

by disanti
Tue Jan 03, 2006 4:05 am
Forum: Advanced Help
Topic: getCollisionPoint always returns false...
Replies: 13
Views: 491

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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Girlfriends pics
by disanti
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
by disanti
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...
by disanti
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...
by disanti
Thu Dec 29, 2005 7:31 pm
Forum: Beginners Help
Topic: 2 Terrain questions
Replies: 3
Views: 396

float getVerticalPosition(const irr::core::vector3df& pos) { irr::core::line3d<irr::f32> collisionLine; collisionLine.start = irr::core::vector3df(pos.X, 2560, pos.Z); collisionLine.end = collisionLine.start - irr::core::vector3df(0,2560*2,0); irr::core::vector3df collisionPoint; irr::core::tri...
by disanti
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...
by disanti
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::...
by disanti
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...
by disanti
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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Mexico Hotels
by disanti
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. ___...
by disanti
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! :D
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
by disanti
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...
by disanti
Tue Dec 27, 2005 7:48 am
Forum: Bug reports
Topic: Terrain creation suggestion...
Replies: 4
Views: 776

Add in CSceneManager.cpp (after first addTerrainSceneNode): //! Adds a terrain scene node to the scene graph. ITerrainSceneNode* CSceneManager::addTerrainSceneNode( video::IImage* heightMap, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const c...
by disanti
Tue Dec 27, 2005 7:46 am
Forum: Bug reports
Topic: Terrain creation suggestion...
Replies: 4
Views: 776

In CSceneManager.h (Add after the first addTerrainSceneNode): //! Adds a terrain scene node to the scene graph. virtual ITerrainSceneNode* addTerrainSceneNode( video::IImage* heightMap, ISceneNode* parent=0, s32 id=-1, const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f), const core...
by disanti
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...