Search found 15 matches

by LittleGiant
Wed Apr 02, 2008 9:46 pm
Forum: Advanced Help
Topic: Code crash when trying to create an object
Replies: 5
Views: 338

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 than...
by LittleGiant
Wed Apr 02, 2008 6:28 am
Forum: Advanced Help
Topic: Code crash when trying to create an object
Replies: 5
Views: 338

Further information: I've stepped into this and here is the code with added comment explaining: //! Adss a scene node for rendering using a octtree. This a good method for rendering //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much //! faster then a bsp tree. IScen...
by LittleGiant
Wed Apr 02, 2008 6:15 am
Forum: Advanced Help
Topic: Code crash when trying to create an object
Replies: 5
Views: 338

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( InnerLi...
by LittleGiant
Tue Feb 26, 2008 5:23 am
Forum: Advanced Help
Topic: Detemining rotation required.
Replies: 2
Views: 418

Sort of, you accomplish the change on the vector but the rotation needed to accomplish this is the important piece of information i need. Because i need to use it to rotate other dependencies.
by LittleGiant
Sun Feb 24, 2008 6:48 pm
Forum: Advanced Help
Topic: Detemining rotation required.
Replies: 2
Views: 418

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 rotati...
by LittleGiant
Sat Feb 16, 2008 10:29 am
Forum: Advanced Help
Topic: Why they fight?
Replies: 6
Views: 472

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 ...
by LittleGiant
Thu Feb 14, 2008 8:06 am
Forum: Advanced Help
Topic: Quaternions and the toEuler function
Replies: 1
Views: 482

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 number. ...
by LittleGiant
Wed Jul 25, 2007 8:14 am
Forum: Beginners Help
Topic: Upgrade from 1.2 -> 1.3.1 = Compiling errors
Replies: 2
Views: 201

Oh wow i feel pretty dumb not seeing the difference in the spelling.
Should have read the release notes.

Thanks for the help with that and all those warnings, all cleaned up now and ready to move forward.

Thanks again,
Chris
by LittleGiant
Wed Jul 25, 2007 3:40 am
Forum: Beginners Help
Topic: Upgrade from 1.2 -> 1.3.1 = Compiling errors
Replies: 2
Views: 201

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 thi...
by LittleGiant
Mon Apr 23, 2007 6:37 am
Forum: Beginners Help
Topic: Casting or assignment problem... Very confused
Replies: 3
Views: 185

I'm simply looking for the position of the mouse around an origin of the center of the screen. i've trouble shot this more and it seems like there is only an issue when i try to assign these values to members of a struct, defined in the class i'm working in... Still confused but this seems to sugges...
by LittleGiant
Sun Apr 22, 2007 10:42 pm
Forum: Beginners Help
Topic: Casting or assignment problem... Very confused
Replies: 3
Views: 185

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 reason...
by LittleGiant
Fri Apr 15, 2005 2:22 am
Forum: Beginners Help
Topic: Building/Switching menus, best practises
Replies: 4
Views: 246

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 this...
by LittleGiant
Sat Jun 05, 2004 1:04 am
Forum: Beginners Help
Topic: want to have both dynamic and ambient light
Replies: 9
Views: 659

Well i don't think you need to reply in that manor. But i have tried driver->setAmbientLight(video::SColorf(1.0f,1.0f,1.0f,0.01f)); and even with that it seems to be completely lit. i can change it to say video::SColorf(1.0f,0.0f,0.0f,0.01f) and everything is red, so i'm a bit confused isn't the alp...
by LittleGiant
Fri Jun 04, 2004 6:48 pm
Forum: Beginners Help
Topic: want to have both dynamic and ambient light
Replies: 9
Views: 659

So no one knows how to do this? Should i try creating a lightmap of some sort to do this? Seems like a waste to me...

Anyone have any comments on this?
by LittleGiant
Wed Jun 02, 2004 1:58 am
Forum: Beginners Help
Topic: Intersection between two line3ds
Replies: 10
Views: 1923

First off as you'll read in the link 3d lines intersecting is extremely rare, and in some cases impossible because of floating point inaccuraccy. Anyways you probably want to find the shortest distance between the two lines, check if thats within your colision threashold(is closer then 0.1 = an inte...