Search found 53 matches

by cederron
Sat Jun 30, 2007 11:17 am
Forum: Project Announcements
Topic: rewrite the roadrunner(carpc) with irrlicht
Replies: 7
Views: 1762

Re: really??!

really!!!so cool,i hope you can help me to finish it!thanks Hello nhsimon, my code is very complex because I'm using technologies like COM/ATL so it won't really help you, besides the irrlicht code I'm using is very simple, you don't really need complex 3d/irrlicht code to get this project working....
by cederron
Tue Jun 19, 2007 5:02 pm
Forum: Project Announcements
Topic: Masterhawk studios' MINIGOLF3D (Alpha#1)
Replies: 13
Views: 2812

It has been fun, but sometimes it's a bit annoying to wait for the ball to stop, but still fun to play.
by cederron
Tue Jun 19, 2007 2:36 pm
Forum: Project Announcements
Topic: IFlashTexture
Replies: 6
Views: 1034

I will use this in my project, good luck!
by cederron
Tue Jun 19, 2007 2:27 pm
Forum: Project Announcements
Topic: rewrite the roadrunner(carpc) with irrlicht
Replies: 7
Views: 1762

Hey guys, I just want to let you know that the carpc thing has a lot of users, and is a pretty useful thing, you can see wwwDOTmp3carDOTcom where there are many users subscribed to the forum. Now for hsimon, I have been like 7 months developing what you are talking about, a carpc frontend, and I'm u...
by cederron
Thu May 24, 2007 9:41 am
Forum: Advanced Help
Topic: Move node to given screen coords, same distance to cam.
Replies: 2
Views: 440

raven_coda wrote:Try this

It Works! Amazing man, thank you!
by cederron
Tue May 22, 2007 8:11 pm
Forum: Advanced Help
Topic: Move node to given screen coords, same distance to cam.
Replies: 2
Views: 440

Move node to given screen coords, same distance to cam.

Hello all, I want to move a node specyfing screen x, y coordinates, the dificult thing, for me, is that it has to conservate the distance to the camera. I have tried a few variations of the following code, without succes: line3d<f32> line = pDevice->getSceneManager()->getSceneCollisionManager()-> ge...
by cederron
Fri Apr 27, 2007 4:00 pm
Forum: Beginners Help
Topic: Working with materials, basic programming question.
Replies: 3
Views: 237

Man! That was not what I wanted to do, I'm sorry. What I want to do is: SMaterial *myMaterial = new SMaterial(); myMaterial->Texture1 = myTexture; SMaterial &nodeMaterial = node->getMaterial(0); //now I want to replace nodeMaterial with myMaterial, //this works in my code and node shows the new ...
by cederron
Thu Apr 26, 2007 11:55 pm
Forum: Beginners Help
Topic: Working with materials, basic programming question.
Replies: 3
Views: 237

Working with materials, basic programming question.

Hello. I Want to get the material of a node and manipulate it, but not with the reference returned with getMaterial, I think you will understand better with some sample code: SMaterial *pointerMaterial; SMaterial &nodeMaterial = node->getMaterial(0); pointerMaterial = nodeMaterial; //Now I want ...
by cederron
Sat Feb 17, 2007 7:23 pm
Forum: Beginners Help
Topic: Seems imposible to create ECF_R8G8B8 textures
Replies: 1
Views: 287

Well, after debugging I see it's imposible to create ECF_R8G8B8, isn't it?

only solution is to use ECF_A8R8G8B8, and I won't need to convert color format anyway.
by cederron
Sat Feb 17, 2007 7:01 pm
Forum: Beginners Help
Topic: Seems imposible to create ECF_R8G8B8 textures
Replies: 1
Views: 287

Seems imposible to create ECF_R8G8B8 textures

I want to create a texture with ECF_R8G8B8 color format, this way it matches the format of a movie and i don't have to convert color formats. I have tried setting the flag: pDevice->getVideoDriver()->setTextureCreationFlag(irr::video::ETCF_ALWAYS_32_BIT, true); and I have also tried to set it false....
by cederron
Sat Feb 17, 2007 4:17 pm
Forum: Advanced Help
Topic: Render to texture: Creating GUI textures at runtime
Replies: 9
Views: 1018

This is probably because of the color format. You can set it like this: video::ITexture* texture = driver->addTexture(core::dimension2d<s32>(256,256), "mytexture", video::ECF_A8R8G8B8); video::SColor *p = (video::SColor *)texture->lock(); p[0] = video::SColor(255,0,255,0); // set a value ...
by cederron
Sat Jan 27, 2007 8:35 pm
Forum: Beginners Help
Topic: Extrange behavior when blitting pixels.
Replies: 7
Views: 442

I remember I had some trouble to get a tga, and had to use a bmp. The file was generated by a bitmap font generator and I had to do several conversions to make it work. Well if there's not another solution i will have to mess again and try to get a tga. Would be nice to get the bmp loaded correctly ...
by cederron
Sat Jan 27, 2007 8:01 pm
Forum: Beginners Help
Topic: Extrange behavior when blitting pixels.
Replies: 7
Views: 442

xtheagonyscenex wrote:theres another flag you can use with a regular alpha channel(no _REF_) as long as the backround is transparent i think for the REF to work the bmp's background has to be black.
No, BMPs don't have alpha channel, so the alpha value should be 255
but i get value 0 ¿?? that's the problem
by cederron
Sat Jan 27, 2007 7:52 pm
Forum: Beginners Help
Topic: Extrange behavior when blitting pixels.
Replies: 7
Views: 442

No, alpha 0 is transparent and 255 is opaque. I don't know how you are copying pixels from the .bmp file, but the most common color bitmaps are 24-bit BGR. So you would have to be getting the alpha component from somewhere when you are copying pixels in. Travis I load the bmp in an irrlicht texture...
by cederron
Sat Jan 27, 2007 5:07 pm
Forum: Beginners Help
Topic: Extrange behavior when blitting pixels.
Replies: 7
Views: 442

Extrange behavior when blitting pixels.

Hello, I have a scene node with EMT_TRANSPARENT_ALPHA_CHANNEL_REF flag enabled and it has a .tga texture with an alpha channel. Now I'm copying some pixels from a .bmp file, bmp has no alpha channel, then the pixels copied should be fully opaque, right? Wrong! when displayed are fully transparent. I...