Search found 44 matches

by T101
Sat Aug 20, 2005 7:33 am
Forum: Beginners Help
Topic: Z indices?
Replies: 2
Views: 167

Other than rendering your HUD into a texture when it changes and displaying that texture every frame: no.

The 2D overlays are rendered over the 3D scene. Since the 3D scene is rendered first, the HUD will have been overwritten.
by T101
Thu Aug 18, 2005 6:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Q3A now under the GPL
Replies: 15
Views: 1063

Of course that does not mean that the game content is now free.
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by T101
Thu Aug 18, 2005 6:14 pm
Forum: Beginners Help
Topic: Text Parser Advanced
Replies: 9
Views: 432

"Console command"? cout, cin and cerr are just stream objects. File streams inherit from the same class as the "console" streams. The "<<" operator is supported by all stream objects - such as cout and cerr. You should be able to just use that same operator to write to ...
by T101
Thu Aug 18, 2005 6:03 pm
Forum: Advanced Help
Topic: sync: OnPreRender/OnPostRender, lights, camera, action!
Replies: 2
Views: 422

Inside LightHolder::OnPostRender I make the camera look at its target (around 0,0,Z), and set the position of LightHolder (definatly lazy, probably bad, don't think it's the problem) Read that again. You say you update the camera rotation and the light's position AFTER rendering the scene. Presumab...
by T101
Thu Aug 18, 2005 5:52 pm
Forum: Advanced Help
Topic: 360 spherical camera
Replies: 16
Views: 2257

I think the standard way to do reflection maps is to render to a cubemap. You still have to render 6 times to render that cubemap, but it's doable, and you probably don't need to render with as much detail as you need for the final scene. After all, the reflection map will be distorted by the reflec...
by T101
Mon Aug 15, 2005 5:25 pm
Forum: Advanced Help
Topic: Complete locking of frame rate
Replies: 9
Views: 795

No. Well, not a precise way, anyway. And not easy either. What you'd need to do is calculate how long everything else has taken and then sleep for the rest of the time slice. But you won't get precise timing that way, because of latency in swapping buffers (which likely depends on the specific harwa...
by T101
Mon Aug 15, 2005 5:17 pm
Forum: Advanced Help
Topic: 360 spherical camera
Replies: 16
Views: 2257

Just like Testur, I don't see that as an option. It describes how to generate the necessary skybox textures to give the impression of a sky-"sphere" instead of a textured cube. Presumably Testur's goal was to have dynamic 360 degree views, not prerendered skybox textures. Other than render...
by T101
Sun Nov 21, 2004 6:03 pm
Forum: Advanced Help
Topic: smgr->drawAll() causes illegal operation
Replies: 17
Views: 1403

device = createDevice ( video::EDT_OPENGL, core::dimension2d<s32>( 800, 600 ), 16, false, false, true, this );
Is that in the event receiver?
by T101
Sun Nov 21, 2004 9:56 am
Forum: Beginners Help
Topic: my code doesnt work
Replies: 6
Views: 470

Hmmm. I think a little explanation of functions and function pointers is in order here... When you write: while(device->run) What you are doing is checking if a pointer is unequal to 0 - the pointer to the binary code of the run() function. Function pointers are written as the name of the function w...
by T101
Sun Nov 21, 2004 9:46 am
Forum: Beginners Help
Topic: c++ error on arrays and pointers.
Replies: 7
Views: 421

unita[numunita] = smgr->addAnimatedMeshSceneNode(rakermesh); and numunita was an int. am i able to use a variable inside the pointer? Yes you can use a variable for that. But you need to make sure your variable has a correct value. You need to initialise it to 0 before you first use it - and you ne...
by T101
Sat Nov 20, 2004 11:40 am
Forum: Beginners Help
Topic: Quick question on Polymorphism...
Replies: 1
Views: 244

Looks fine to me. Bog-standard polymorphism.

Of course you cannot call a function that is not also defined in the base class unless you cast to the specific class - but I think you've got that.

With attached items you might want to get the relative position using bones or offsets.
by T101
Thu Nov 11, 2004 7:03 pm
Forum: Advanced Help
Topic: OpenXDK
Replies: 20
Views: 2125

I may be wrong here, but if I understand correctly, the PS/2 3D hardware works differently than OpenGL and DirectX.
Doesn't mean it's impossible to port to that type of hardware, but it'll be a lot of work - and presumably 3D is the main attraction of Irrlicht in this, so you can't really ignore it.
by T101
Wed Nov 10, 2004 9:18 am
Forum: Advanced Help
Topic: the difference between 360 and 0 ???
Replies: 10
Views: 1073

You're taking the effective rotation to determine the rotation rate?

Why?

Presumably the rotation is changed as a result of something else. User input, something AI related or physics.

Surely all of these things have something to get the rotation rate from directly?
by T101
Wed Nov 10, 2004 8:46 am
Forum: Beginners Help
Topic: How to convert between Irrlicht-string to c string
Replies: 4
Views: 541

I've looked at the IGUIListBox header file, and it uses Windows-like wide char arrays. These are 16 bit ints instead of 8-bit ints. They also probably use UCS-16 encoding. Provided that only English characters are used, you can just copy using something like: unsigned char mystring[]="Hello wor...
by T101
Sun Oct 31, 2004 4:31 pm
Forum: Beginners Help
Topic: need help,same error over and over.
Replies: 3
Views: 293

If you ask me, your compiler isn't properly/fully installed - unless you have called your project cl...