Search found 23 matches
- 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.
- Mon Mar 20, 2006 12:24 am
- Forum: Advanced Help
- Topic: ISceneNodes appearing at origin on creation
- Replies: 3
- Views: 596
- 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...
- Mon Mar 06, 2006 7:36 pm
- Forum: Advanced Help
- Topic: Solid color and alpha questions
- Replies: 16
- Views: 2539
- Mon Mar 06, 2006 5:06 am
- Forum: Advanced Help
- Topic: Solid color and alpha questions
- Replies: 16
- Views: 2539
- Mon Mar 06, 2006 4:29 am
- Forum: Advanced Help
- Topic: Solid color and alpha questions
- Replies: 16
- Views: 2539
- Sun Mar 05, 2006 9:02 pm
- Forum: Advanced Help
- Topic: Solid color and alpha questions
- Replies: 16
- Views: 2539
- 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...
- 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...
- Mon May 24, 2004 4:47 am
- Forum: Beginners Help
- Topic: Bounding boxes dont follow nodes?
- Replies: 15
- Views: 3272
- 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...
- Fri May 21, 2004 10:17 pm
- Forum: Beginners Help
- Topic: Bounding boxes dont follow nodes?
- Replies: 15
- Views: 3272
- 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...
- Wed May 19, 2004 1:24 am
- Forum: Advanced Help
- Topic: really ugly ms3d model bug, and getXJointNode
- Replies: 5
- Views: 763
- 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...