Search found 51 matches

by tip
Thu May 10, 2007 9:21 am
Forum: Bug reports
Topic: [known] bug in loadScene : sceneNode type not updated
Replies: 1
Views: 279

[known] bug in loadScene : sceneNode type not updated

When loading a scene with irr::scene::ISceneManager::loadScene , the type of scene nodes built (ESCENE_NODE_TYPE) returns always ESNT_UNKNOWN when calling ISceneNode::getType()

Which isn't cool because it would be handy for scene postprocessing...
by tip
Fri Jun 09, 2006 9:08 am
Forum: Bug reports
Topic: software rendering : GUI images without alpha not rendered
Replies: 0
Views: 321

software rendering : GUI images without alpha not rendered

I seen that when using software rendering EDT_SOFTWARE2 (often used as a backup renderer when createDevice fails with direct3D or OpenGL), the images created with add IGUIEnvironment::addImage were not displayed when a alpha layer doesn't exist. It prevents, for example to display a jpeg image, as i...
by tip
Wed Feb 15, 2006 1:35 pm
Forum: Beginners Help
Topic: splitting and mixing animations
Replies: 7
Views: 554

the irrlicht animation system can only replay, frame by frame, what you've done in your animation modeler. You've two solutions : -either you model two objects, load them in two scene node, and the upperbody will be parent of the lower part, with an offset. Then you can call independant animations f...
by tip
Wed Feb 15, 2006 1:30 pm
Forum: Beginners Help
Topic: setFOV behavior doesn't look to match doc...
Replies: 1
Views: 301

setFOV behavior doesn't look to match doc...

I've been trying to use ICameraSceneNode::setFOV; and I get weird results : setFOV(PI) -> Field of view = 0 degrees setFOV(PI/2) -> Field of view = 45 degrees setFOV(PI/4) -> Field of view = 135 degrees setFOV(0) -> Field of view = 180 degrees the parameter of setFOV should be an amount in radians. ...
by tip
Tue Jan 24, 2006 11:36 pm
Forum: Advanced Help
Topic: Earthquakes! :o
Replies: 9
Views: 965

code correction

bug in setPosition : use Z for Z, not X ?
by tip
Thu Dec 15, 2005 4:15 pm
Forum: Advanced Help
Topic: My SceneNode for filter post processing shaders
Replies: 36
Views: 13034

great work

looks promising, i've never been looking too much at shaders; would be a good start of you can post some code.
by tip
Mon Dec 12, 2005 2:35 pm
Forum: Bug reports
Topic: [fixed] .x face color
Replies: 9
Views: 877

face color

hi,
i've the same problem... but i've corrected and re-compiled and it changes nothing. I wonder if the render uses the face color info??? if yes, is there a render flag for face colors or another trick?
by tip
Sun Sep 25, 2005 10:49 am
Forum: Advanced Help
Topic: antialias and skybox
Replies: 2
Views: 496

huh,
reduced the bug, but there is still visible artifacts... anyway, thank for the solution.
by tip
Mon Sep 19, 2005 9:03 pm
Forum: Advanced Help
Topic: antialias and skybox
Replies: 2
Views: 496

antialias and skybox

Hi, It seems that with antialias, the skybox box borders becomes visible : i understand that maybe the antialias wraps on the texture and get pixels from the other edge. So, okay, the solution could be to give mapping coordinates not in 0,0 / 1.0,1.0 for the top-left and bottom-right corners but hal...
by tip
Wed Sep 14, 2005 2:04 pm
Forum: Advanced Help
Topic: Meshes not fully displayed and tiny textures!
Replies: 4
Views: 391

It can be ill-placed vertices as well. I doubt some people can give precise advice with so little information.
If you use Java for doing 3D games, anyway, you must be a kind of masochist. I can whip you if you want?
by tip
Mon Sep 12, 2005 2:49 pm
Forum: Advanced Help
Topic: Custom node inside custom node ?
Replies: 2
Views: 564

use global class

hi, as far as i understood your problem, it seems you may need to class a static class containing pointers to the global datas you need in you project classes without having to pass many parameters to constructor. for example : -------------------------------------- myGlobalData.h ------------ class...
by tip
Mon Sep 12, 2005 2:41 pm
Forum: Advanced Help
Topic: Vertex/BackFaceCulling
Replies: 5
Views: 421

normals are wrong

the "south pole" of your sphere shouldn't be visible at all, i guess that your normals are messed up. Do you need a sample code for calculating your normals?
by tip
Tue Aug 30, 2005 2:37 pm
Forum: Advanced Help
Topic: A Problem with: getSceneNodeFromRayBB()
Replies: 1
Views: 473

try ISceneNode::setDebugDataVisible(true) when the Bounding box will be visible, i think you'll understand better why it doesn't work. Usually it's due to invalid BBox. Something happening sometimes is having such a problem with a "Custom" scene node, where you build you own object built o...
by tip
Fri Aug 05, 2005 10:52 am
Forum: Beginners Help
Topic: workflow : best format for animation in irrlicht?
Replies: 1
Views: 338

reply to myself

in case it can be helpful for others : I've recompiled the microsoft X exporter for 3DS Max (XSkinExp.dle), imported a sample animation of a quite heavy and complicated animation (bones, etc.) exported to text X file... loaded with irrlicht X loader... and it works perfectly... :P just the texture a...
by tip
Sat Jul 30, 2005 9:21 am
Forum: Beginners Help
Topic: How to draw a healthbar in 3d?
Replies: 6
Views: 617

you can either use - ISceneManager::getScreenCoordinatesFrom3DPosition(vector3df(x,y,z)); and then draw 2D image above the head - billboards the billboard will decrease in size when you go far from the character, and the GFX will be less readable because stretched. It's also not the best thing if yo...