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: 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...
- 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...
- 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...
- Tue Feb 26, 2008 5:23 am
- Forum: Advanced Help
- Topic: Detemining rotation required.
- Replies: 2
- Views: 418
- 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...
- 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 ...
- 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. ...
- Wed Jul 25, 2007 8:14 am
- Forum: Beginners Help
- Topic: Upgrade from 1.2 -> 1.3.1 = Compiling errors
- Replies: 2
- Views: 201
- 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...
- 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...
- 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...
- 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...
- 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...
- Fri Jun 04, 2004 6:48 pm
- Forum: Beginners Help
- Topic: want to have both dynamic and ambient light
- Replies: 9
- Views: 659
- 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...