Another little typo:
virtual const core::vector3df irr::scene::ISceneNode::getRotation ( ) const
Sets the rotation of the node.
Search found 14 matches
- Sun Dec 03, 2006 10:09 pm
- Forum: Bug reports
- Topic: [fixed] documentation bugs
- Replies: 6
- Views: 641
- Tue Aug 22, 2006 1:58 pm
- Forum: Bug reports
- Topic: FOV bug?
- Replies: 5
- Views: 724
- Tue Aug 22, 2006 8:47 am
- Forum: Bug reports
- Topic: FOV bug?
- Replies: 5
- Views: 724
FOV bug?
I think that the FOV in buildProjectionMatrixPerspectiveFovLH/RH
methods are wrong calculated.
In fact, if I restrict the field of view I obtain a zoom out, not a zoom in.
I also tried a patch found at hybryd page, but it doesn't work.
Then I looked the GLUPerspective function:
http://developer ...
methods are wrong calculated.
In fact, if I restrict the field of view I obtain a zoom out, not a zoom in.
I also tried a patch found at hybryd page, but it doesn't work.
Then I looked the GLUPerspective function:
http://developer ...
- Fri Jun 16, 2006 10:32 pm
- Forum: Beginners Help
- Topic: A problem with createOctTreeTriangleSelector function
- Replies: 1
- Views: 305
- Fri Jun 16, 2006 4:37 pm
- Forum: Beginners Help
- Topic: A problem with createOctTreeTriangleSelector function
- Replies: 1
- Views: 305
A problem with createOctTreeTriangleSelector function
I created a custom SceneNode and I used createTriangleSelector function for collisions:
[...]
selector = SceneManager->createTriangleSelector(&s_mesh, this);
[...]
collision->getCollisionPoint(ray, selector, v, t)
[...]
and all collisions work well! =)
But if I use createOctTreeTriangleSelector ...
[...]
selector = SceneManager->createTriangleSelector(&s_mesh, this);
[...]
collision->getCollisionPoint(ray, selector, v, t)
[...]
and all collisions work well! =)
But if I use createOctTreeTriangleSelector ...
- Tue Feb 21, 2006 10:06 pm
- Forum: Beginners Help
- Topic: Menu colors
- Replies: 4
- Views: 731
- Tue Feb 21, 2006 12:33 am
- Forum: Beginners Help
- Topic: Menu colors
- Replies: 4
- Views: 731
Menu colors
Can I use different colors for different menu items?
For example:
Menu: File
Menu items: Open(in blue), Exit(in black), etc.
Thanks! =)
For example:
Menu: File
Menu items: Open(in blue), Exit(in black), etc.
Thanks! =)
- Tue Feb 07, 2006 10:03 pm
- Forum: Beginners Help
- Topic: GUI and antialiasing
- Replies: 1
- Views: 319
GUI and antialiasing
Maybe this is a stupid question... ^__^
Anyway...
My GUI with antialiasing is very... ugly! (in my opinion) O_o
Can I draw my scene with antialising and GUI without antialiasing?
Eventually, modifying the Irrlicht source code...
Thanx!
Anyway...
My GUI with antialiasing is very... ugly! (in my opinion) O_o
Can I draw my scene with antialising and GUI without antialiasing?
Eventually, modifying the Irrlicht source code...
Thanx!
- Thu Jan 26, 2006 12:02 pm
- Forum: Beginners Help
- Topic: OpenGL conversion (glColorMaterial)
- Replies: 3
- Views: 408
- Thu Jan 26, 2006 10:55 am
- Forum: Beginners Help
- Topic: OpenGL conversion (glColorMaterial)
- Replies: 3
- Views: 408
- Thu Jan 26, 2006 1:22 am
- Forum: Beginners Help
- Topic: OpenGL conversion (glColorMaterial)
- Replies: 3
- Views: 408
OpenGL conversion (glColorMaterial)
Hi,
I have this code (in OpenGL):
[...]
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, color_p);
glNormalPointer(GL_FLOAT, 0, normal_p);
glVertexPointer(3, GL_FLOAT, 0, vertex_p);
glDrawArrays(GL ...
I have this code (in OpenGL):
[...]
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, color_p);
glNormalPointer(GL_FLOAT, 0, normal_p);
glVertexPointer(3, GL_FLOAT, 0, vertex_p);
glDrawArrays(GL ...
- Tue Jan 24, 2006 5:25 pm
- Forum: Beginners Help
- Topic: Light / material problem...
- Replies: 7
- Views: 695
- Tue Jan 24, 2006 2:40 pm
- Forum: Beginners Help
- Topic: Light / material problem...
- Replies: 7
- Views: 695
- Tue Jan 24, 2006 2:06 pm
- Forum: Beginners Help
- Topic: Light / material problem...
- Replies: 7
- Views: 695
Light / material problem...
I have a problem with light/material... =(
I created a simple custom scene node.
I added a light:
light = scene_manager->addLightSceneNode(0, camera_position, SColorf(0.3f, 0.3f, 0.3f));
And I used a material with these parameters:
material.AmbientColor = SColor(255, 20, 20, 20);
material ...
I created a simple custom scene node.
I added a light:
light = scene_manager->addLightSceneNode(0, camera_position, SColorf(0.3f, 0.3f, 0.3f));
And I used a material with these parameters:
material.AmbientColor = SColor(255, 20, 20, 20);
material ...