Search found 23 matches

by luvcraft
Thu Mar 23, 2006 5:59 am
Forum: Beginners Help
Topic: is there any way to rotate a billboard?
Replies: 6
Views: 439

is there any way to rotate a billboard?

The subject pretty much says it all.
by luvcraft
Mon Mar 20, 2006 12:24 am
Forum: Advanced Help
Topic: ISceneNodes appearing at origin on creation
Replies: 3
Views: 596

Aha! That did it! Thanks!
by luvcraft
Sun Mar 19, 2006 7:18 am
Forum: Advanced Help
Topic: ISceneNodes appearing at origin on creation
Replies: 3
Views: 596

ISceneNodes appearing at origin on creation

I have an annoying problem where every time I create a new ISceneNode it appears at the origin for one frame before it moves to its correct location. I'm creating the nodes and setting their positions outside of the main loop (i.e. after driver->endScene() and before driver->beginScene()), but it do...
by luvcraft
Mon Mar 06, 2006 7:36 pm
Forum: Advanced Help
Topic: Solid color and alpha questions
Replies: 16
Views: 2539

Spintz wrote:SetVertexColor is too slow. I'd use the materialTypeParam for #3 and "animate" the value.
If I just wanted one or two things to fade that would work, but since I need it to be more dynamic I'll just have to keep using SetVertexColor until something better gets implemented.
by luvcraft
Mon Mar 06, 2006 5:06 am
Forum: Advanced Help
Topic: Solid color and alpha questions
Replies: 16
Views: 2539

vitek wrote:Hava a look at SMaterial::MaterialTypeParam.
Whoa, nevermind. I just tried that again and it did exactly what I needed for #2. I guess my texture was screwed up the first time I tried it. Thanks! :)X
by luvcraft
Mon Mar 06, 2006 4:29 am
Forum: Advanced Help
Topic: Solid color and alpha questions
Replies: 16
Views: 2539

Well, I figured out #1 and #3: They can both be done with an IMeshManipulator, as in the following code snippet: IAnimatedMesh* mesh = smgr->getMesh("sydney.md2"); IMeshManipulator *manipulator = smgr->getMeshManipulator(); manipulator->setVertexColors(mesh->getMesh(0),SColor(128,255,0,0))...
by luvcraft
Sun Mar 05, 2006 9:02 pm
Forum: Advanced Help
Topic: Solid color and alpha questions
Replies: 16
Views: 2539

Hava a look at SMaterial::MaterialTypeParam . Adjusting that would only change how much of the texture is completely transparent or completely solid. It doesn't have anything to do with the "gradual transparency" effect that I'm after. Thanks for trying. At this point it looks like I'll p...
by luvcraft
Sun Mar 05, 2006 4:10 am
Forum: Advanced Help
Topic: Solid color and alpha questions
Replies: 16
Views: 2539

Solid color and alpha questions

I have three quick questions I can't find the answers to anywhere in the Irrlicht documentation or here on the forums: 1. Is there a simple way to assign a solid color as the texture of an ISceneNode? 2. I have a texture with a gradual alpha; it is a circle that is solid at the edge, and fades to tr...
by luvcraft
Mon May 24, 2004 4:43 pm
Forum: Beginners Help
Topic: Bounding boxes dont follow nodes?
Replies: 15
Views: 3272

setDebugDataVisible() draws the debug bounding box around the character where it should be (it also draws any joints and bones that aren't hidden by the character's skin), but the box it draws is NOT the box that's used for collision detection; it's just debug data. Maybe I should try doing the tran...
by luvcraft
Mon May 24, 2004 4:47 am
Forum: Beginners Help
Topic: Bounding boxes dont follow nodes?
Replies: 15
Views: 3272

unfortunately, the box is still floating in the same place behind the character. I'm thinking some of the box's attributes are getting mixed up, since when I turn the character the box's dimensions change.
by luvcraft
Sat May 22, 2004 12:19 am
Forum: Beginners Help
Topic: Bounding boxes dont follow nodes?
Replies: 15
Views: 3272

so I did the transformedboundingbox thing, and I still have the exact same problem -- the box will be attached to the most-recently-created node that's visible -- except NOW, the box floats way off behind and below whichever node it's attached to, which makes it even less useful. :( Also, for some r...
by luvcraft
Fri May 21, 2004 10:17 pm
Forum: Beginners Help
Topic: Bounding boxes dont follow nodes?
Replies: 15
Views: 3272

well I feel stupid... and I also feel the need to write good documentation. :)X

Thanks for the help!
by luvcraft
Thu May 20, 2004 6:46 am
Forum: Beginners Help
Topic: Bounding boxes dont follow nodes?
Replies: 15
Views: 3272

I have a related problem. I have 2 mesh nodes in my scene, and when I call draw3DBox() passing either of their bounding boxes, the bounding box appears around the most-recently-created node that's also visible. So, if node 2 is behind the camera, it will draw the box around node 1, but if they're bo...
by luvcraft
Wed May 19, 2004 1:24 am
Forum: Advanced Help
Topic: really ugly ms3d model bug, and getXJointNode
Replies: 5
Views: 763

Aha! I finally figured out the attaching nodes to joints problem; I had initialized the weapon using a home-made class that automatically assigns collision detection, which, oddly, didn't affect it, but did prevent it from being moved by anything else.
by luvcraft
Mon May 17, 2004 7:45 pm
Forum: Advanced Help
Topic: really ugly ms3d model bug, and getXJointNode
Replies: 5
Views: 763

Couldn't you just use the getJointNumber() for MS3D? I've been trying to get it to work with my X model, but for some reason getting the transformation of the joint only returns its rotation relative to its relaxed position, and doesn't return translation at all, which is pretty useless. :( Am I doi...