Search found 118 matches
- Sat Jul 10, 2004 8:21 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Cg for OpenGL
- Replies: 47
- Views: 17817
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 ...
- Wed Jun 30, 2004 1:18 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Cg for OpenGL
- Replies: 47
- Views: 17817
- Tue Jun 29, 2004 8:40 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Cg for OpenGL
- Replies: 47
- Views: 17817
- Sun Jun 13, 2004 4:24 pm
- Forum: Advanced Help
- Topic: link between IMesh and ISceneNode
- Replies: 15
- Views: 3401
@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 ...
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 ...
- Sun Jun 13, 2004 12:50 pm
- Forum: Advanced Help
- Topic: link between IMesh and ISceneNode
- Replies: 15
- Views: 3401
- Sun Jun 13, 2004 12:42 pm
- Forum: Beginners Help
- Topic: Which Matrixformat does Irrlicht use
- Replies: 3
- Views: 728
- Sun Jun 13, 2004 11:23 am
- Forum: Advanced Help
- Topic: Grab frames from camera
- Replies: 5
- Views: 1020
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;
- Sun Jun 13, 2004 11:18 am
- Forum: Advanced Help
- Topic: link between IMesh and ISceneNode
- Replies: 15
- Views: 3401
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 ...
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 ...
- Sun Jun 13, 2004 11:04 am
- Forum: Beginners Help
- Topic: tinyXML+Irrlicht
- Replies: 4
- Views: 758
- Sun Jun 13, 2004 10:50 am
- Forum: Beginners Help
- Topic: Which Matrixformat does Irrlicht use
- Replies: 3
- Views: 728
- Sun Jun 13, 2004 10:45 am
- Forum: Open Discussion and Dev Announcements
- Topic: Java rocks
- Replies: 1
- Views: 751
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 ...
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 ...
- 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: 44312
- 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: 44312
@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 ...
@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 ...
- Thu Jun 10, 2004 7:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SceneManager with octree support?
- Replies: 24
- Views: 5870
- Wed Jun 09, 2004 6:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SceneManager with octree support?
- Replies: 24
- Views: 5870