Search found 118 matches

by Gorgon Zola
Sat Jul 10, 2004 8:21 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Cg for OpenGL
Replies: 47
Views: 15746

I'm stuck, when I initialize the d3dx9 cg stuff I only get support for vs_1_1 and ps_1_* with irrlicht. I have a test applicaton where I can get vs_2_ and ps_2_ support. I think there's something strange going on when initializing DX9 in Irrlicht but I haven't been able to find what's wrong :evil: I...
by Gorgon Zola
Wed Jun 30, 2004 1:18 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Cg for OpenGL
Replies: 47
Views: 15746

Hi John I've been playing around with Your CG stuff and made some changes. I made an interface ICGProgram which follows a bit more the irrlicht object creation style. The videodriver has now some methods for creating and destroying the CGPrograms. I believe that this way it'll be easier to implement...
by Gorgon Zola
Tue Jun 29, 2004 8:40 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Cg for OpenGL
Replies: 47
Views: 15746

Very cool Hoff, thanks a lot. I had some trubles with compiling and linking under WIN32. This is what I had to do to get it running: In file CCGProgram.h / CCGProgram.cpp I made the constructor string call-by-ref. CCGProgram(irr::core::stringc& program, irr::core::stringc& entry, u32 flags);...
by Gorgon Zola
Sun Jun 13, 2004 4:24 pm
Forum: Advanced Help
Topic: link between IMesh and ISceneNode
Replies: 15
Views: 2189

@tip At the moment (irr v0.6) there are no hardware buffers for the meshes, so storing your mesh in an array or using SMeshBuffer and SMesh is merely a question of convenience. How did You go about the labels that are fading out when labeling points far away? Did You have to implement them yourself?...
by Gorgon Zola
Sun Jun 13, 2004 12:50 pm
Forum: Advanced Help
Topic: link between IMesh and ISceneNode
Replies: 15
Views: 2189

I wasn't aware that 'tip' was talking about IAnimatedMesh... :?

Anyway, cool thesis subject warui.
Do You have to change a lot in the engine for Your thesis?
by Gorgon Zola
Sun Jun 13, 2004 12:42 pm
Forum: Beginners Help
Topic: Which Matrixformat does Irrlicht use
Replies: 3
Views: 477

from the matrix4 source: //! 4x4 matrix. Mostly used as transformation matrix for 3d calculations. /* Matrix4 is mainly used by the Irrlicht engine for doing transformations. The matrix is a D3D style matrix, row major with translations in the 4th row. */ then: http://www.google.ch/search?sourceid=n...
by Gorgon Zola
Sun Jun 13, 2004 11:23 am
Forum: Advanced Help
Topic: Grab frames from camera
Replies: 5
Views: 836

from irr::video::IVideoDriver

Code: Select all

//! Sets a new render target. This will only work, if the driver
//! supports the EVDF_RENDER_TO_TARGET feature, which can be 
//! queried with queryFeature().
//! \param texture: New render target.
virtual void setRenderTarget(video::ITexture* texture) = 0;
by Gorgon Zola
Sun Jun 13, 2004 11:18 am
Forum: Advanced Help
Topic: link between IMesh and ISceneNode
Replies: 15
Views: 2189

Re: link between IMesh and ISceneNode

I want to get an IMesh out of my ISceneNode. so? do i have to build an IMesh from scratch for my datas? Yes, unfortunately there's no way to get an IMesh out of an ISceneNode. If, however, You have made those scenenodes by your own there's noone stoping you from adding a getMesh() method that retur...
by Gorgon Zola
Sun Jun 13, 2004 11:04 am
Forum: Beginners Help
Topic: tinyXML+Irrlicht
Replies: 4
Views: 440

Just add all tinyXML files to Your project.
Drop them into the same folder as your other files.

add the new c/cpp files to the line

$(CPP) main.cpp ((newfiles_here)) -o example $(OPTS)

don't know if that really is all but it should give you a direction where to search.
by Gorgon Zola
Sun Jun 13, 2004 10:50 am
Forum: Beginners Help
Topic: Which Matrixformat does Irrlicht use
Replies: 3
Views: 477

DirectX format
by Gorgon Zola
Sun Jun 13, 2004 10:45 am
Forum: Open Discussion and Dev Announcements
Topic: Java rocks
Replies: 1
Views: 576

Java rocks

Cool Now we can write an app with C# that uses Java as Scripting Language with Lua, Python and Rubi extensions and all based on Irrlicht :D. Oh and every think made more realistic with Newton,Tokamak or ODE. But what about the new Material System as mentioned in the News "Jun-01-2004 New SotW &...
by Gorgon Zola
Fri Jun 11, 2004 9:23 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Rotate a Node, face another node
Replies: 22
Views: 42357

You could always use a dummy scenenode (I thinks there's one already availabel through the scenemanager) as parent which you use as rotation offset. I doubt though that this will be easier .
by Gorgon Zola
Fri Jun 11, 2004 9:13 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Rotate a Node, face another node
Replies: 22
Views: 42357

@smartwhiz: I agree with Tyn. exept that my flag is a pointer to the node i want to follow if its valid(!=NULL) a scenenode animator turns the node to face that node. @Tyn : Yes, rotation is alway around the local origin and not the center of the model I have made all my models such that the center ...
by Gorgon Zola
Thu Jun 10, 2004 7:54 pm
Forum: Open Discussion and Dev Announcements
Topic: SceneManager with octree support?
Replies: 24
Views: 4719

@eis_os: You don't get any speed improvement when you look on all nodes, or I don't get one. OK, when You look on all nodes, but when you anly see some nodes at least some performance gain should be visible. *shrug* There are some articles about Octrees in the book "Game Programming Gems 1"...
by Gorgon Zola
Wed Jun 09, 2004 6:43 pm
Forum: Open Discussion and Dev Announcements
Topic: SceneManager with octree support?
Replies: 24
Views: 4719

Hi eis_os I'm also interested in an octree scenenode. For the position change You'd have to change the behaviour of the setPosition method of the scenenode to notify the parent of the position change. (most likely this means that you'll have to change some things in ISceneNode) The parent that holds...