Search found 43 matches
- Tue Mar 29, 2016 12:09 pm
- Forum: Beginners Help
- Topic: Lighting direction changes when a node rotates
- Replies: 8
- Views: 1077
Re: Lighting direction changes when a node rotates
Sorry for late response. The light node is not the child of the character node, or vice-versa. The light node is not moving anywhere, only characterNode->setRotation and then characterNode->updateAbsolutePosition is happening. The purpose of this light is to be attached to the camera (which it norma...
- Tue Mar 22, 2016 4:04 pm
- Forum: Beginners Help
- Topic: Lighting direction changes when a node rotates
- Replies: 8
- Views: 1077
Re: Lighting direction changes when a node rotates
Could you try reproducing it with this model? (the one in the screenshot)
http://5.196.199.126/download/robot.zip
http://5.196.199.126/download/robot.zip
- Tue Mar 22, 2016 3:34 pm
- Forum: Beginners Help
- Topic: Lighting direction changes when a node rotates
- Replies: 8
- Views: 1077
Re: Lighting direction changes when a node rotates
I am using a standard irrlicht scene light.
Also, i forgot to note that this is a series of three individual screenshots, all of the same character (same node instance), just rotated three times.
edit: normalizing normals after scaling makes no difference
Also, i forgot to note that this is a series of three individual screenshots, all of the same character (same node instance), just rotated three times.
edit: normalizing normals after scaling makes no difference
- Tue Mar 22, 2016 12:54 pm
- Forum: Beginners Help
- Topic: Lighting direction changes when a node rotates
- Replies: 8
- Views: 1077
Lighting direction changes when a node rotates
Hi! I am experiencing this unpleasantness: http://i.imgur.com/Qe86PxF.png I am using irrlicht 1.8.3-2, running on archlinux, integrated intel gfx on i7. Note that the single light is not moving. I have not attached a screen of when the character is facing downwards, because the light is on the back ...
- Sun Jan 22, 2012 1:02 am
- Forum: Beginners Help
- Topic: moving camera
- Replies: 3
- Views: 229
Re: moving camera
:) Well its basically this (its java, but i think what the hell) switch (key) { case KEY_DOWN: target = camera.getTarget(); target.setX(target.get...
- Sun Jan 22, 2012 12:34 am
- Forum: Beginners Help
- Topic: moving camera
- Replies: 3
- Views: 229
moving camera
Hello, a quick newbie question:
I have an overhead RTS-like camera, want to move it, so i move the camera itself and the cameras target by the same amount,
but still it kind of, well, i think the camera's target doesn't change..
What am i missing?
I have an overhead RTS-like camera, want to move it, so i move the camera itself and the cameras target by the same amount,
but still it kind of, well, i think the camera's target doesn't change..
What am i missing?
- Thu Mar 24, 2011 5:08 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
I am sure that i won't need anything more that detecting cubes in my project (i think :D ). Do you have a quick aid on how to detect those two? :) EDIT: ok, after a bit of rethinking, how would checking collisions between say 100x100 cubes be more system-loading than checking that with a physics eng...
- Thu Mar 24, 2011 4:51 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
- Wed Mar 23, 2011 7:55 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
Well, i would first check for bounding boxes, then for a more precise detection i would check the corners. In my project, i have only boxes colliding (all rotated only around Y axis). I don't think it is necessary to use a physics engine to check collision of two boxes.. Is there a variable type tha...
- Wed Mar 23, 2011 7:28 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
or maybe something like this: box = node->getTransformedBBox(); playerBox = playerNode->getTransformedBBox(); playerBox->setRotation(1.0f, playerNode->getRotation().Y, 1.0f); for each box corner check if isPointInside(). But that would not cover situations when a node hits another with a corner, the...
- Wed Mar 23, 2011 5:37 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
- Tue Mar 22, 2011 5:41 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
- Tue Mar 22, 2011 4:30 pm
- Forum: Beginners Help
- Topic: Transformed bounding box collision problem
- Replies: 20
- Views: 7089
- Tue Mar 22, 2011 3:13 pm
- Forum: Beginners Help
- Topic: "make emitter stop emitting" animator
- Replies: 3
- Views: 461
- Mon Mar 21, 2011 9:43 pm
- Forum: Beginners Help
- Topic: "make emitter stop emitting" animator
- Replies: 3
- Views: 461
"make emitter stop emitting" animator
Hello, is there an animator way to do this? Because if i add delete animator to the particleSystemSceneNode, it kill all the particles (what i want is the emitter to stop emitting and when the last particle dies, i kill the whole node). Is it possible somehow? I searched the forum, but din't find a ...