Search found 52 matches
- Thu Jun 08, 2006 4:09 pm
- Forum: Project Announcements
- Topic: delete
- Replies: 3
- Views: 997
- Tue Oct 19, 2004 6:59 am
- Forum: Beginners Help
- Topic: Poly count limit?
- Replies: 38
- Views: 6343
The max polycount limit of 65535 is removed in IrrlichtNX which uses 32bit indices...
http://irrlichtnx.mmdevel.de
http://irrlichtnx.mmdevel.de
- Mon Oct 11, 2004 7:01 am
- Forum: Beginners Help
- Topic: add to tutorials
- Replies: 2
- Views: 310
I think the purpose of the tutorials is NOT to show you how exactly something works but to show how it could work... and if you have a look at the API you will see that the changes are minimal and easy to get the result you want to have. The collision-tutorial wants to show how irrlicht handles coll...
- Fri Oct 08, 2004 8:55 am
- Forum: Advanced Help
- Topic: Ray casting and multiple Objects
- Replies: 17
- Views: 2650
Assume you have only two stati for SceneNodes : Enabled (0x0001) Disabled (0x0010) 1. ) Whenever you create a SceneNode use a ID (Enabled) in the constructor ( Have a look at the API which param it is ) 2. ) Create a ray that selects all SceneNode with a specific ID. Thats it. To disable SceneNodes ...
- Thu Oct 07, 2004 11:59 am
- Forum: Advanced Help
- Topic: Ray casting and multiple Objects
- Replies: 17
- Views: 2650
- Thu Oct 07, 2004 7:37 am
- Forum: Advanced Help
- Topic: Ray casting and multiple Objects
- Replies: 17
- Views: 2650
Did you try using the SceneNode-IDs ?
For example group your scenenodes in two groups :
Enabled : (0x0001)
Disabled : (0x0010)
check this post too :
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=2859
For example group your scenenodes in two groups :
Enabled : (0x0001)
Disabled : (0x0010)
check this post too :
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=2859
- Tue Oct 05, 2004 7:46 am
- Forum: Beginners Help
- Topic: Vegetation Maps || Just a thought
- Replies: 18
- Views: 1536
- Mon Oct 04, 2004 1:03 pm
- Forum: Beginners Help
- Topic: Vegetation Maps || Just a thought
- Replies: 18
- Views: 1536
- Mon Oct 04, 2004 11:44 am
- Forum: Beginners Help
- Topic: Vegetation Maps || Just a thought
- Replies: 18
- Views: 1536
- Sun Oct 03, 2004 8:05 pm
- Forum: Beginners Help
- Topic: vector3df numbers argh
- Replies: 2
- Views: 327
you could have a look at the API-Doc. core::vector3df(X,Y,Z) weaponNode->setScale(core::vector3df(6,4,4)); scale the mesh by 6 on the x-axis , 4on thy y-axis and so on setPosition will position the mesh at x,y,z weaponNode->setRotation(core::vector3df(0,30,0)); setRotation uses degrees so this line ...
- Sun Oct 03, 2004 12:13 pm
- Forum: Beginners Help
- Topic: Two meshes. Collision detection.
- Replies: 1
- Views: 296
- Sun Oct 03, 2004 9:59 am
- Forum: Advanced Help
- Topic: Problem using Irrlicht with ODE
- Replies: 24
- Views: 2068
- Sun Oct 03, 2004 9:55 am
- Forum: Beginners Help
- Topic: Vegetation Maps || Just a thought
- Replies: 18
- Views: 1536
I think this approach will look a little ugly when you have to scale your terrain, because all your plants will reside on the vertexes of the terrain. I would prefer to specify regions with that vegetationmap (using colors) for certain plants and randomize their positions a little. I think that woul...
- Thu Sep 30, 2004 6:48 pm
- Forum: Advanced Help
- Topic: Problem using Irrlicht with ODE
- Replies: 24
- Views: 2068
- Sun Sep 26, 2004 4:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Everything should have a true/false flag
- Replies: 10
- Views: 886
Why not use setVisible(bool isVisible)... If you want to disable other things like animations/positionchanges etc for your entities create a manager-class which holds a list of all your entities. You could then add/remove your entities to/from that manager. Updates for all your entities are handled ...