Search found 124 matches

by joy
Wed Sep 15, 2004 12:43 pm
Forum: Beginners Help
Topic: Shadow question
Replies: 1
Views: 346

ok, it has nothing to do with the viewport or other 2D objects. When I load the meshes right away and set the shadow immediatly it works. But when I optionally set the shadow it doesn't work. ShadowVol = (pScreenOb->EdSScr[0].EdEl[1].pElNode)->addShadowVolumeSceneNode(); This is called when I change...
by joy
Wed Sep 15, 2004 9:23 am
Forum: Beginners Help
Topic: Shadow question
Replies: 1
Views: 346

Shadow question

Hi, I have a problem with shadows. When I use a very simple environment with no viewport and no 2D Elements the function addShadowVolumeSceneNode works. But as I set an viewport and have a 2D Window in the background of my meshes the shadow doesn't work. I have no idea why. Normally the shadow shoul...
by joy
Thu Aug 26, 2004 12:17 pm
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

I tried it with just getPosition but for me there is no difference... Well I have some more tests too...
by joy
Thu Aug 26, 2004 11:31 am
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

Thanks Thulsa, although you are doing that also for your own project you are helping me a lot. Are trying the same source code than I am? Anyway I tried your example above and that is my result: in the projection view the bbnode is drifting from near to far and vice versa. That means, that when the ...
by joy
Wed Aug 25, 2004 12:38 pm
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

Ok now I got it. Well it is definitly the orthographic view. But there are a lot of huge differences between using the normal projection matrix and the orthographic matrix. 1. difference: in the projection view, when I just don't set the orthographic view with that: camera->setProjectionMatrix(MyMat...
by joy
Wed Aug 25, 2004 9:25 am
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

Hi Thulsa Doom, thank your for helping me!!

I inserted your code from above and I have a billbordscene node as the background now, but how should I see now, where the line points to? Sorry for beeing so blind and unknowing!
by joy
Tue Aug 24, 2004 7:57 am
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

That was actually a great idea.... but it didn't work. I transform the line with the orthographic matrix but the result was worse. The camera is already transformed as I set this line: camera->setProjectionMatrix(MyMatrix); But I guess I have to transform something like that, but I can't think of an...
by joy
Fri Aug 20, 2004 8:04 am
Forum: Beginners Help
Topic: Mouse Click
Replies: 3
Views: 450

You get this with the OnEvent function. Read a little bit about it, it is not difficult.

(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
by joy
Fri Aug 20, 2004 7:57 am
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

:? May be some code will help? try this yourself. I used saigumis tutorial orthogonal again. #include <irrlicht.h> #include <windows.h> #include <winbase.h> #include <stdio.h> int main(){ irr::IrrlichtDevice *device = irr::createDevice(irr::video::EDT_DIRECTX9, irr::core::dimension2d<irr::s32>(512, ...
by joy
Wed Aug 18, 2004 12:17 pm
Forum: Advanced Help
Topic: collision in normal projection and orthographic projection
Replies: 12
Views: 1619

collision in normal projection and orthographic projection

Hi, same old annoying issue. But I am getting closer and for that I need your help again. I still need a drag and drop function for meshes in an orthographic projection. That means I still need a correct collision detection. As I posted in the bug forum the function getSceneNodeFromScreenCoordinates...
by joy
Wed Aug 11, 2004 12:43 pm
Forum: Beginners Help
Topic: setMaterialType makes objects completely invisible
Replies: 6
Views: 780

for me a better solution in DirectX9 would help alot because that is what I am using :lol:
by joy
Wed Aug 11, 2004 8:16 am
Forum: Beginners Help
Topic: setMaterialType makes objects completely invisible
Replies: 6
Views: 780

mm765 is right, it is not implemented for OPENGL yet but it is for Direct3D. If you hack something together for your own transparancy and it actually works, I would really appreciate if you post the code here, because like I said I tried it too but can't get it to work right. May be you like to take...
by joy
Tue Aug 10, 2004 8:37 am
Forum: Beginners Help
Topic: setMaterialType makes objects completely invisible
Replies: 6
Views: 780

I had the same problem and I couldn't solve it. There is a difference if you use darker or brighter backgrounds. I think (but it is too long ago) with a darker background, you can see the object. on white background you can't. But in both ways it was not the kind of transparancy I expected. That is ...
by joy
Mon Jul 26, 2004 2:40 pm
Forum: Advanced Help
Topic: Alpha Transparency
Replies: 17
Views: 3073

I tried to set other alpha values and the "transparency" of the object seems to change as it should. Is the alpha value bigger than 100 it gets more and more red like the original texture. Is the value smaller than 100 it turns more and more like the background color. But when I set anothe...
by joy
Mon Jul 26, 2004 9:34 am
Forum: Advanced Help
Topic: Alpha Transparency
Replies: 17
Views: 3073

Please... Any ideas?