Hello All -
I have a bunch of nodes what have been added with the following call:
nodeptr = SMGR->addCubeSceneNode(size)
I was wondering if it's possible to change the size of the cube dynamically in the code? I can change scale but I believe that means my options are x1 as big, x2 as big, etc ...
Search found 30 matches
- Wed Jun 27, 2007 3:53 pm
- Forum: Beginners Help
- Topic: addCubeSceneNode() changing sizes
- Replies: 1
- Views: 380
- Fri Jun 15, 2007 3:29 am
- Forum: Beginners Help
- Topic: createFollowSplineAnimator() - slows at each point
- Replies: 5
- Views: 658
IWaypointAnimator()
Hazzah! That wasn't as hard as I thought it would be. This is a waypoint animator that moves a node through several points. It's not constant speed but at least it only slows when changing angle, not when moving in a straight line through points like a spline animator.
The animator destroys itself ...
The animator destroys itself ...
- Fri Jun 15, 2007 2:53 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2795
- Fri Jun 15, 2007 1:37 am
- Forum: Beginners Help
- Topic: createFollowSplineAnimator() - slows at each point
- Replies: 5
- Views: 658
So far I'm having a really interesting conversation with myself ;)
I now believe a custom scene animator is the way to go here. The animator should accept an array of points to move through in a waypath sort of way and it should either loop when it reaches the final point or delete itself based on ...
I now believe a custom scene animator is the way to go here. The animator should accept an array of points to move through in a waypath sort of way and it should either loop when it reaches the final point or delete itself based on ...
- Thu Jun 14, 2007 5:51 pm
- Forum: Beginners Help
- Topic: createFollowSplineAnimator() - slows at each point
- Replies: 5
- Views: 658
- Thu Jun 14, 2007 4:40 pm
- Forum: Beginners Help
- Topic: createFollowSplineAnimator() - slows at each point
- Replies: 5
- Views: 658
Maybe Spline is the wrong word
I've had a think about this problem. createFollowSplineAnimator() follows a spline which by its nature tends to be curved and curves mean slowing the node as it moves.
But the way I want to use it is to propel nodes in straight lines with occasional branches off. I use a tightness value of 0 ...
But the way I want to use it is to propel nodes in straight lines with occasional branches off. I use a tightness value of 0 ...
- Wed Jun 13, 2007 5:51 pm
- Forum: Beginners Help
- Topic: createFollowSplineAnimator() - slows at each point
- Replies: 5
- Views: 658
createFollowSplineAnimator() - slows at each point
Hello All -
I'm moving nodes around using createFollowSplineAnimator(), some splines have only a few points, other splines have dozens of points. The nodes slow down at each spline point rather than staying at a constant speed.
Can anyone tell me if it's possible to set createFollowSplineAnimator ...
I'm moving nodes around using createFollowSplineAnimator(), some splines have only a few points, other splines have dozens of points. The nodes slow down at each spline point rather than staying at a constant speed.
Can anyone tell me if it's possible to set createFollowSplineAnimator ...
- Wed Jun 13, 2007 2:41 am
- Forum: Beginners Help
- Topic: Points on a 3d line
- Replies: 3
- Views: 359
Points on a 3d line
Hello All -
I seek the wisdom of the Irrlicht oracles... again ;]
My app draws a straight line linking 2 points in 3D space. But I need to dynamically find X number of points along that line (preferably equally spaced along the line). I have tried several different approaches but without much ...
I seek the wisdom of the Irrlicht oracles... again ;]
My app draws a straight line linking 2 points in 3D space. But I need to dynamically find X number of points along that line (preferably equally spaced along the line). I have tried several different approaches but without much ...
- Tue Jun 12, 2007 5:57 pm
- Forum: Advanced Help
- Topic: Lose FPS Camera Functions
- Replies: 1
- Views: 383
Lose FPS Camera Functions
Hello All -
In my app, I have nodes drawn randomly throughout the 3D space and I have setup a FPS camera to let the user move around the space. I've recently added code that detects a double click. If the user double clicks on a node I wanted the camera to jump forward in that direction.
Here is ...
In my app, I have nodes drawn randomly throughout the 3D space and I have setup a FPS camera to let the user move around the space. I've recently added code that detects a double click. If the user double clicks on a node I wanted the camera to jump forward in that direction.
Here is ...
- Wed May 23, 2007 10:00 pm
- Forum: Project Announcements
- Topic: Do you know what's happening on your network? Eve Does.
- Replies: 7
- Views: 1555
- Wed May 23, 2007 6:39 pm
- Forum: Project Announcements
- Topic: Do you know what's happening on your network? Eve Does.
- Replies: 7
- Views: 1555
Thanks
Thanks guys for the kind words.
There is a 'demo mode' which moves the camera fly through the environment on an endless loop. Its like a screensaver mode I suppose. You can access it by hitting the 'D' key. Of course if you want to just move around the environment yourself using your mouse and ...
There is a 'demo mode' which moves the camera fly through the environment on an endless loop. Its like a screensaver mode I suppose. You can access it by hitting the 'D' key. Of course if you want to just move around the environment yourself using your mouse and ...
- Wed May 23, 2007 5:22 pm
- Forum: Project Announcements
- Topic: Do you know what's happening on your network? Eve Does.
- Replies: 7
- Views: 1555
Do you know what's happening on your network? Eve Does.
Whitedust.net is pleased to announce the release of Eve , a software suite designed to model real-time network traffic in a 3D format. Designed to produce stunning real-time visualizations of traffic flow, Eve provides an in-sight into networks never before possible.
Eve was built on the Irrlicht ...
Eve was built on the Irrlicht ...
- Mon May 21, 2007 4:23 pm
- Forum: Beginners Help
- Topic: Vertex Shader Compilation Failed
- Replies: 1
- Views: 298
Vertex Shader Compilation Failed
Hey guys,
My last question I promise - one of my beta testers is getting the following error on their console window. Can anyone tell me what it means?
Irrlicht Engine version 1.3
Microsoft Windows XP Personal Service Pack 1 (Build 2600)
Using renderer: Direct3D 8.1
NVIDIA GeForce 6200SE ...
My last question I promise - one of my beta testers is getting the following error on their console window. Can anyone tell me what it means?
Irrlicht Engine version 1.3
Microsoft Windows XP Personal Service Pack 1 (Build 2600)
Using renderer: Direct3D 8.1
NVIDIA GeForce 6200SE ...
- Sat May 19, 2007 6:46 pm
- Forum: Beginners Help
- Topic: smgr->drawAll() crash
- Replies: 10
- Views: 801
Thanks so much!
Thanks vitek - that worked a treat. You're the man! ;]
I knew it would be something stupidly simple. I had no idea I had to remove a node's triangle selector from the meta selector. The irrlicht tutorials are great but they don't really give you a background in 3D development which would have ...
I knew it would be something stupidly simple. I had no idea I had to remove a node's triangle selector from the meta selector. The irrlicht tutorials are great but they don't really give you a background in 3D development which would have ...
- Fri May 18, 2007 11:52 am
- Forum: Beginners Help
- Topic: smgr->drawAll() crash
- Replies: 10
- Views: 801
Update
I hope nobody minds me reigniting this thread but I have some more information which hopefully will lead to a fix.
I recompiled the Irrlicht DLL in debug mode so that I could walk the call stack when it crashes. The stack is as follows:
main()
CSceneManager::drawAll()
ISceneNode::OnAnimate ...
I recompiled the Irrlicht DLL in debug mode so that I could walk the call stack when it crashes. The stack is as follows:
main()
CSceneManager::drawAll()
ISceneNode::OnAnimate ...