Thanks! That was a great reply, very clearly explained.
I agree with you on your points about such assumptions, i mean before linking to the debug library there is no way to really figure out whats going on let alone find the root of the issue.
I'll fix this tonight when I'm home from work, but ...
Search found 15 matches
- Wed Apr 02, 2008 9:46 pm
- Forum: Advanced Help
- Topic: Code crash when trying to create an object
- Replies: 5
- Views: 472
- Wed Apr 02, 2008 6:28 am
- Forum: Advanced Help
- Topic: Code crash when trying to create an object
- Replies: 5
- Views: 472
- Wed Apr 02, 2008 6:15 am
- Forum: Advanced Help
- Topic: Code crash when trying to create an object
- Replies: 5
- Views: 472
Code crash when trying to create an object
IAnimatedMesh* m_pWorldMesh;
ISceneNode* m_pWorldNode;
m_pWorldMesh = GetSceneManager()->getMesh("20kdm2.bsp");
m_pWorldNode = NULL;
if (m_pWorldMesh)
{
m_pWorldNode = GetSceneManager()->addOctTreeSceneNode(m_pWorldMesh->getMesh(0));
if( m_pWorldNode )
{
m_pWorldNode->setPosition ...
ISceneNode* m_pWorldNode;
m_pWorldMesh = GetSceneManager()->getMesh("20kdm2.bsp");
m_pWorldNode = NULL;
if (m_pWorldMesh)
{
m_pWorldNode = GetSceneManager()->addOctTreeSceneNode(m_pWorldMesh->getMesh(0));
if( m_pWorldNode )
{
m_pWorldNode->setPosition ...
- Tue Feb 26, 2008 5:23 am
- Forum: Advanced Help
- Topic: Detemining rotation required.
- Replies: 2
- Views: 531
- Sun Feb 24, 2008 6:48 pm
- Forum: Advanced Help
- Topic: Detemining rotation required.
- Replies: 2
- Views: 531
Detemining rotation required.
InnerLib::vector3f vDirection1, vDirection2;
InnerLib::quaternion4f q;
q.rotationFromTo( vDirection2, vDirection1 );
q.makeInverse();
Rotate( q ); // Do the actual rotation
This is the basic code i'm using right now, assume the 2 vectors have good values.
So my goal here is to figure out the ...
InnerLib::quaternion4f q;
q.rotationFromTo( vDirection2, vDirection1 );
q.makeInverse();
Rotate( q ); // Do the actual rotation
This is the basic code i'm using right now, assume the 2 vectors have good values.
So my goal here is to figure out the ...
- Sat Feb 16, 2008 10:29 am
- Forum: Advanced Help
- Topic: Why they fight?
- Replies: 6
- Views: 597
If you make sure your tank treads are draw after your terrain, you could disable the z compare on the material. However this could easily cause issues with tank treads on the back of a hill side.
Your best bet is to likely add some epsilon to the positions of the geometry for the treads so that the ...
Your best bet is to likely add some epsilon to the positions of the geometry for the treads so that the ...
- Thu Feb 14, 2008 8:06 am
- Forum: Advanced Help
- Topic: Quaternions and the toEuler function
- Replies: 1
- Views: 553
Quaternions and the toEuler function
I'm attempting to maintain a quaternion rotation and use it to set the rotation on a scene node
Rotate( const quaternion4f& vRot )
{
vector3f v;
vRot .toEuler( v );
v *= RADTODEG;
pSceneNode->setRotation( v );
}
All seems fine right up until toEuler populates my vector with an undefined ...
Rotate( const quaternion4f& vRot )
{
vector3f v;
vRot .toEuler( v );
v *= RADTODEG;
pSceneNode->setRotation( v );
}
All seems fine right up until toEuler populates my vector with an undefined ...
- Wed Jul 25, 2007 8:14 am
- Forum: Beginners Help
- Topic: Upgrade from 1.2 -> 1.3.1 = Compiling errors
- Replies: 2
- Views: 278
- Wed Jul 25, 2007 3:40 am
- Forum: Beginners Help
- Topic: Upgrade from 1.2 -> 1.3.1 = Compiling errors
- Replies: 2
- Views: 278
Upgrade from 1.2 -> 1.3.1 = Compiling errors
For some reason SViewFrustrum is not resolved, and i get a boat load of errors, it seems to be the only thing in Irrlitch that doesn't resolve correctly.
Has anything changed with SviewFrustrums, or the method in which you should utilize them? Has anyone run into this? or have any suggestions on ...
Has anything changed with SviewFrustrums, or the method in which you should utilize them? Has anyone run into this? or have any suggestions on ...
- Mon Apr 23, 2007 6:37 am
- Forum: Beginners Help
- Topic: Casting or assignment problem... Very confused
- Replies: 3
- Views: 280
- Sun Apr 22, 2007 10:42 pm
- Forum: Beginners Help
- Topic: Casting or assignment problem... Very confused
- Replies: 3
- Views: 280
Casting or assignment problem... Very confused
vector2df vPos;
vPos.X = (f32)(event.MouseInput.X - 400);
vPos.Y = (f32)(event.MouseInput.Y - 300);
Is there any reason that this code would not work as expect, i get values in vector that make no sense. I've tried a bunch of permutations and different casts.
PS - the values in the event are ...
- Fri Apr 15, 2005 2:22 am
- Forum: Beginners Help
- Topic: Building/Switching menus, best practises
- Replies: 4
- Views: 318
Building/Switching menus, best practises
Alright, essentially i'm looking to figure out the best way to do things.
Say i have a main menu then a character menu then game, so whats the best way to switch between them?
Should i add all then remove all before i switch betwwen any of the differnt states... if so is there an easy way to do ...
Say i have a main menu then a character menu then game, so whats the best way to switch between them?
Should i add all then remove all before i switch betwwen any of the differnt states... if so is there an easy way to do ...
- Sat Jun 05, 2004 1:04 am
- Forum: Beginners Help
- Topic: want to have both dynamic and ambient light
- Replies: 9
- Views: 956
- Fri Jun 04, 2004 6:48 pm
- Forum: Beginners Help
- Topic: want to have both dynamic and ambient light
- Replies: 9
- Views: 956
- Wed Jun 02, 2004 1:58 am
- Forum: Beginners Help
- Topic: Intersection between two line3ds
- Replies: 10
- Views: 2478