Search found 1042 matches
- Sat Jan 02, 2010 10:50 pm
- Forum: Beginners Help
- Topic: About demo file
- Replies: 4
- Views: 519
- Sat Jan 02, 2010 9:37 pm
- Forum: Beginners Help
- Topic: terrain, get texture pixel from collision point
- Replies: 4
- Views: 762
- Sat Jan 02, 2010 12:14 pm
- Forum: Beginners Help
- Topic: terrain, get texture pixel from collision point
- Replies: 4
- Views: 762
- Sat Jan 02, 2010 11:32 am
- Forum: Beginners Help
- Topic: terrain, get texture pixel from collision point
- Replies: 4
- Views: 762
terrain, get texture pixel from collision point
I'm shooting a ray from the camera and obtaining an intersection point on an ITerrainSceneNode
The texture that I want to interact with is 1024x1024, while the heightmap is scaled to (40, 1, 40) and is a 257x257
So far I have
TextureY = 1024-(intersection.X+4)/40;
TextureX = (intersection.Z+4)/40 ...
The texture that I want to interact with is 1024x1024, while the heightmap is scaled to (40, 1, 40) and is a 257x257
So far I have
TextureY = 1024-(intersection.X+4)/40;
TextureX = (intersection.Z+4)/40 ...
- Sat Jan 02, 2010 11:13 am
- Forum: Code Snippets
- Topic: CSceneNodeAnimatorCameraRTS
- Replies: 3
- Views: 1352
- Sat Jan 02, 2010 8:36 am
- Forum: Code Snippets
- Topic: CSceneNodeAnimatorCameraRTS
- Replies: 3
- Views: 1352
CSceneNodeAnimatorCameraRTS
.h
#pragma once
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace gui;
using namespace io;
class CSceneNodeAnimatorCameraRTS : public ISceneNodeAnimator
{
public:
CSceneNodeAnimatorCameraRTS(f32 pMoveSpeed = 5.0f, bool ...
#pragma once
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace gui;
using namespace io;
class CSceneNodeAnimatorCameraRTS : public ISceneNodeAnimator
{
public:
CSceneNodeAnimatorCameraRTS(f32 pMoveSpeed = 5.0f, bool ...
- Thu Dec 31, 2009 2:03 pm
- Forum: Advanced Help
- Topic: Terrain - Risk style territories
- Replies: 9
- Views: 1356
- Thu Dec 31, 2009 1:31 pm
- Forum: Advanced Help
- Topic: Terrain - Risk style territories
- Replies: 9
- Views: 1356
- Thu Dec 31, 2009 12:46 pm
- Forum: Advanced Help
- Topic: Terrain - Risk style territories
- Replies: 9
- Views: 1356
- Thu Dec 31, 2009 5:39 am
- Forum: Advanced Help
- Topic: Terrain - Risk style territories
- Replies: 9
- Views: 1356
Terrain - Risk style territories
Demonstration of what I'm trying to achieve :
http://www.clanlib.org/gfx/screenshots/large/dicewar.png
What would be the best way to implement something like the colored terrain? The color is the players color, and it shows that they control the territory. I'm quite lost in how to draw a color over ...
http://www.clanlib.org/gfx/screenshots/large/dicewar.png
What would be the best way to implement something like the colored terrain? The color is the players color, and it shows that they control the territory. I'm quite lost in how to draw a color over ...
- Thu May 28, 2009 5:31 am
- Forum: Project Announcements
- Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
- Replies: 338
- Views: 120479
I think he means like this : http://xbox.kombo.com/images/media/oblivion_002.jpg
Those mountains aren't the skybox, you can actually go climb them.
Those mountains aren't the skybox, you can actually go climb them.
- Mon May 25, 2009 8:35 pm
- Forum: Code Snippets
- Topic: Hexagon Grids
- Replies: 5
- Views: 2668
- Sun May 24, 2009 10:55 pm
- Forum: Beginners Help
- Topic: Serious Problem
- Replies: 5
- Views: 662
- Sun May 24, 2009 9:37 pm
- Forum: Code Snippets
- Topic: Hexagon Grids
- Replies: 5
- Views: 2668
- Sun May 24, 2009 10:15 am
- Forum: Beginners Help
- Topic: Billboard
- Replies: 4
- Views: 625