Search found 62 matches

by Asterisk Man
Wed Sep 22, 2004 4:56 am
Forum: Beginners Help
Topic: Hello all New here and have some questions.
Replies: 10
Views: 570

Yes, a mesh is a model (vertices, indices, tcoords).
by Asterisk Man
Sat Aug 14, 2004 6:34 am
Forum: Beginners Help
Topic: Height maps - random
Replies: 2
Views: 368

you can. Just open (or create) a blank IImage object, having the size that you want, and apply whatever terrain generation algorithm that you feel like using (I personally like perlin noise, mostly for its simplicity :) ).
by Asterisk Man
Sat Aug 14, 2004 6:31 am
Forum: Beginners Help
Topic: is there a tutorial...
Replies: 7
Views: 795

That's what the documentation's there for :P
by Asterisk Man
Thu Aug 05, 2004 5:07 am
Forum: Beginners Help
Topic: [SOLVED] How do I add fog?
Replies: 19
Views: 1482

remember that you have to set the fog flag to true on the material on the node that you wanna have fog in.
by Asterisk Man
Thu Aug 05, 2004 5:02 am
Forum: Beginners Help
Topic: vegetation generator...
Replies: 8
Views: 838

Also, getHeight funtion of terrain node currently returns false all the time (it's not implemented yet), so you might want a different method to place the trees.
by Asterisk Man
Wed Jul 28, 2004 5:27 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Smooth FPS camera
Replies: 39
Views: 27369

FOV in Irrlicht uses radians (3.1415 = 180 degrees) so all you have to do to set a 90 degree FOV is camera->setFOV(3.1415f/2.0f);
by Asterisk Man
Wed Jul 28, 2004 5:18 am
Forum: Advanced Help
Topic: view frustum culling
Replies: 13
Views: 3519

It's done this way because it is faster than to check the object's position relative to the 6 planes. You may get more objects drawn, but it still should be faster than the pickier method.
by Asterisk Man
Tue Jul 27, 2004 12:36 am
Forum: Beginners Help
Topic: Blended Skies?
Replies: 7
Views: 914

try camera->setFOV(3.1415f/2.0f);

that should give you a 90 degree field of vew, eliminating any fish eye view thingies and problems.
by Asterisk Man
Tue Jul 27, 2004 12:15 am
Forum: Project Announcements
Topic: New terrain scene node
Replies: 68
Views: 16028

It's not, I've just been away for a while :) I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data. I've been toying with the idea of implementin...
by Asterisk Man
Sat Jul 24, 2004 4:37 am
Forum: Beginners Help
Topic: more tutorials for beginners
Replies: 5
Views: 803

get the vector3df from ISceneCollisionManager->getCollisionPoint(), and do the following: ISceneCollisionManager *cols = smgr->getSceneCollisionManager(); while(device->run()) { vector3df point = cols->getCollisionPoint(fill in vars here); wchar_t tmp[1024]; swprintf(tmp, 1024, L"X:%f Y:%f Z:%f...
by Asterisk Man
Fri Jul 23, 2004 5:07 pm
Forum: Beginners Help
Topic: Blended Skies?
Replies: 7
Views: 914

yup, just get the color data from each texture, and blend it at will, then create a third texture and substitute its color data with the blended texture data.
by Asterisk Man
Fri Jul 23, 2004 2:39 am
Forum: Advanced Help
Topic: Obtaining viewpoint information from inside a scene node
Replies: 8
Views: 744

I saw in your demo that you change the LOD on a per patch basis, do you calculate your indices interactively, or at load time?
by Asterisk Man
Fri Jul 23, 2004 2:30 am
Forum: Advanced Help
Topic: Moving a bounding box
Replies: 1
Views: 439

Moving a bounding box

I'm having some troubles setting the translation of a bounding box for view frustum culling (as in I can't see a single thing being drawn). Here's the code: [code] bool isQuadVisible(SViewFrustrum *cam, QuadNode *node) { aabbox3d<f32> pointBox(node->vertices[4]->Pos); pointBox.addInternalPoint(node-...
by Asterisk Man
Thu Jul 22, 2004 7:18 pm
Forum: Advanced Help
Topic: Obtaining viewpoint information from inside a scene node
Replies: 8
Views: 744

well, in a custom scene node, you always need to get the scene manager from the irrlicht device, so from there, it's just a call to smgr->getActiveCamera() and you get the camera node pointer! Btw, im also working on a terrain rendering node, using quad trees. However, I'm currently working on imple...
by Asterisk Man
Thu Jul 22, 2004 4:07 am
Forum: Beginners Help
Topic: set position of FPS-cam
Replies: 8
Views: 635

ICameraSceneNode *->removeAnimator(ISceneNodeAnimator *);

this should work, provided you haven't dropped the animator pointer, although im not sure if it works even after that, as I haven't tried it.