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...
Search found 51 matches
- Thu May 10, 2007 9:21 am
- Forum: Bug reports
- Topic: [known] bug in loadScene : sceneNode type not updated
- Replies: 1
- Views: 279
- 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...
- 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...
- 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. ...
- 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 ?
- 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.
- 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?
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?
- Sun Sep 25, 2005 10:49 am
- Forum: Advanced Help
- Topic: antialias and skybox
- Replies: 2
- Views: 496
- 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...
- Wed Sep 14, 2005 2:04 pm
- Forum: Advanced Help
- Topic: Meshes not fully displayed and tiny textures!
- Replies: 4
- Views: 391
- 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...
- 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?
- Tue Aug 30, 2005 2:37 pm
- Forum: Advanced Help
- Topic: A Problem with: getSceneNodeFromRayBB()
- Replies: 1
- Views: 473
- 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...
- 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...