Search found 17 matches

by ElementoY
Fri Feb 17, 2006 10:21 pm
Forum: Off-topic
Topic: Cool touch screen
Replies: 19
Views: 1411

And how it should work? as i can see you get only w2 pos, but how do you get hight? :) i think this plan might be a bit clearer relating to how it recognizes, and it uses a mirror as a lens and do you write some image recognition program? there are some libs out there that do motion recognition... ...
by ElementoY
Wed Feb 15, 2006 1:09 pm
Forum: Beginners Help
Topic: Error Message
Replies: 9
Views: 431

Re: Error Message

Heiland wrote: main.cpp:(.text+0x4c): undefined reference to `irr::createDevice(irr::video::E_DRIVER_TYPE, irr::core::dimension2d<int> const&, unsigned int, bool, bool, bool, irr::IEventReceiver*, char const*)'
collect2: ld returned 1 exit status
have you linked it to libIrrlicht.a ? :wink:
by ElementoY
Wed Feb 15, 2006 1:02 pm
Forum: Bug reports
Topic: Texture coordinate in CStaticMeshOBJ.cpp
Replies: 2
Views: 425

It's more about the OBJ file format being in a different coordinate system, as Blender and others export it inverted correctly.
by ElementoY
Wed Feb 15, 2006 12:55 pm
Forum: Off-topic
Topic: Cool touch screen
Replies: 19
Views: 1411

Imagine Photoshop or Blender with one of those? :D
I _NEED_ one!
by ElementoY
Sat Feb 11, 2006 12:51 am
Forum: Beginners Help
Topic: loading .x and maya models with texture
Replies: 2
Views: 278

Re: loading .x and maya models with texture

When I export the model in .x, the texture will also be exported or I have to do the object with blender without texture and load it separately? For blender, if you put the texture in the same directory of your model, or the same relative path of your original model (for exampled, if you modeled th...
by ElementoY
Thu Feb 09, 2006 8:34 pm
Forum: Open Discussion and Dev Announcements
Topic: IrrlichtMac released
Replies: 17
Views: 1402

There's no way but to compile two different executables, one in each platform. Windows and Mac OS X executable file formats are quite different from each other even when you just compare PCs and Intel Macs, and PowerPC Macs are even more different, as they use a different processor architecture. And...
by ElementoY
Thu Feb 09, 2006 8:12 pm
Forum: Advanced Help
Topic: Alphacolour
Replies: 4
Views: 787

Re: Alphacolour

Brot wrote:Or are there some kind of Alphamaps?
Use .PNG textures with alpha transparency, and material type EMT_TRANSPARENT_ALPHA_CHANNEL 8)
by ElementoY
Thu Feb 09, 2006 4:04 pm
Forum: Off-topic
Topic: Who is everybody?
Replies: 358
Views: 502683

Name: Tiago Rezende Age: 22 Location: PetrĂ³polis - Rio de Janeiro - Brazil Occupation: Studying/doing Graphic Design Hobbies: Singing/Guitar playing in a rock band, game programming Languages (in learning order): QBasic, HTML, Pascal, C, x86/asm, Javascript, Lingo (Macromedia), Visual Basic, Object ...
by ElementoY
Thu Feb 09, 2006 12:03 am
Forum: Advanced Help
Topic: Re. Creating an array of mesh nodes is it possible
Replies: 18
Views: 1281

Baal Cadar wrote:Using C style arrays in this context is just inflexible and troublesome. Prefer full functional containers like STL containers or the ones Irrlicht provides.
True indeed! I forgot about Irrlicht's containers... :?
by ElementoY
Wed Feb 08, 2006 11:52 pm
Forum: Advanced Help
Topic: Re. Creating an array of mesh nodes is it possible
Replies: 18
Views: 1281

Try giving the array more elements, like in:
IAnimatedMeshSceneNode* node[x];
where x is the number of elements you want in the array.
by ElementoY
Wed Feb 08, 2006 11:47 pm
Forum: Advanced Help
Topic: Re. Creating an array of mesh nodes is it possible
Replies: 18
Views: 1281

This would be the fixed-up code: IAnimatedMesh* mesh = smgr->getMesh("Objects/floor.x"); IAnimatedMeshSceneNode* node[1]; node[0] = smgr->addAnimatedMeshSceneNode( mesh ) ; // no need for braces here if (node[0]) { node[0]->setMaterialFlag(EMF_LIGHTING, false); node[0]->setPosition(vector3...
by ElementoY
Wed Feb 08, 2006 11:43 pm
Forum: Advanced Help
Topic: Re. Creating an array of mesh nodes is it possible
Replies: 18
Views: 1281

Arrays in C++ start from index 0, not 1, so an array with size 1 would have only the index 0, so to access it you'll need to change all references to node[1] to node[0] .
Hope it helped! :)
by ElementoY
Tue Feb 07, 2006 3:03 am
Forum: Advanced Help
Topic: EMT_TRANSPARENT_ALPHA_CHANNEL problem
Replies: 4
Views: 407

Re: EMT_TRANSPARENT_ALPHA_CHANNEL problem

When drawing particles blending fails or some particles dissappear and then appear again (life time is great and speed is low so I can notice this). I can see all solid meshes through them, but I can't see some particles through other particles. Heh, I also can see particles and solid meshes (throu...
by ElementoY
Sun Feb 05, 2006 10:37 pm
Forum: Advanced Help
Topic: Reading key events from irrlua
Replies: 14
Views: 764

Actually the docs were incorrect (although the irrlua sample source code is right). The docs had: local myNode = irr.scene.createISceneNode(smgr:getRootSceneNode(), smgr, -1, myNode) I see... I haven't had any error using the same table in the arguments and at the assignment, but that might be beca...
by ElementoY
Sun Feb 05, 2006 8:59 pm
Forum: Advanced Help
Topic: Reading key events from irrlua
Replies: 14
Views: 764

Actually the docs were incorrect (although the irrlua sample source code is right). The docs had: local myNode = irr.scene.createISceneNode(smgr:getRootSceneNode(), smgr, -1, myNode) I see... I haven't had any error using the same table in the arguments and at the assignment, but that might be beca...