Search found 34 matches

by DavidR
Tue Sep 14, 2010 9:42 pm
Forum: Advanced Help
Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
Replies: 15
Views: 2085

Sorry for the huge bump, but just a quick fix to this for the latest ver. of Irrlicht (for reference to anyone looking for the solution) The CLAMP setting is now accessed like this: node->getMaterial(0).TextureLayer[0].TextureWrapU = ETC_CLAMP; node->getMaterial(0).TextureLayer[0].TextureWrapV = ETC...
by DavidR
Fri May 22, 2009 10:44 pm
Forum: Advanced Help
Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
Replies: 15
Views: 2085

Ahh yes, clamping completely fixes the issue :D Thank you very much for finding that. For anyone else who also wishes to fix this problem, the clamping is accessed via: Node->getMaterial(0).TextureLayer[0].TextureWrap = ETC_CLAMP; ETC_CLAMP did the job to stop this problem for me. (I also changed th...
by DavidR
Sat May 16, 2009 2:18 pm
Forum: Advanced Help
Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
Replies: 15
Views: 2085

This could be a mipmapping problem, try turning off mipmapping before the texture is created. Yeah, that sort of helps, although I think it's just hiding the problem a bit, since it is still visible in some situations or maybe your image is not power of 2? Nah, all of the textures are 128x128 or ar...
by DavidR
Sat May 16, 2009 1:31 pm
Forum: Advanced Help
Topic: [SOLVED] Unwanted artifacts (lines) when using billboards
Replies: 15
Views: 2085

[SOLVED] Unwanted artifacts (lines) when using billboards

Hi, I'm using billboards in combination with an OrthoLH camera. However, on some of my billboarded objects, I randomly get corrupted 'lines' visible above the object, which seem to repeat the last pixel line of the texture. For example, here is the billboard of an object (a sort of 'pot') showing a ...
by DavidR
Fri Feb 20, 2009 10:22 pm
Forum: Advanced Help
Topic: Child node issues / Draw order
Replies: 10
Views: 836

Yeah, a plane would be better - but how? There is no built in command for planes (and I can't get the hill plane to work properly for small sizes)
by DavidR
Thu Feb 19, 2009 8:52 pm
Forum: Advanced Help
Topic: Child node issues / Draw order
Replies: 10
Views: 836

Ah yes of course, I keep forgetting the parent->child relationship :oops:
by DavidR
Thu Feb 19, 2009 8:30 pm
Forum: Advanced Help
Topic: Child node issues / Draw order
Replies: 10
Views: 836

Ok, after playing a bit more, I think I have found a potential bug. My 'planes' are in fact made using addCubeSceneNode() with a Z scale of 0, so the cube is flat. This is stupid, but it works for quick tests etc. However, I think the 0 Z scale is linked to this problem. I altered the Z scale of the...
by DavidR
Thu Feb 19, 2009 8:11 pm
Forum: Advanced Help
Topic: Child node issues / Draw order
Replies: 10
Views: 836

I've been tinkering a bit more, and I'm still quite confused. If the trail is repositioned as so: EngineBlast->setPosition(vector3df(0,-0.45f,10)); calling getPosition(); returns a Z of 10 (as expected) even though the node's Z clearly has not changed - but calling getAbsolutePosition(); shows the Z...
by DavidR
Thu Feb 19, 2009 7:07 pm
Forum: Advanced Help
Topic: Making my own game engine
Replies: 17
Views: 2590

Switch the compiler to /clr and it should work (Go into Project->Properties-> C++, and turn it from clr:pure or clr:safe to just 'Common Language Runtime support')
by DavidR
Thu Feb 19, 2009 5:31 pm
Forum: Advanced Help
Topic: Child node issues / Draw order
Replies: 10
Views: 836

Child node issues / Draw order

Not sure whether this really counts as an 'advanced' question, but hey, here it goes any how: I have two objects, each one a flat plane (so they work like billboards, except I can rotate them) One is a 'spaceship', and the other is a 'trail' attached to the ship's engine. I have made the trail a chi...
by DavidR
Tue Dec 23, 2008 1:54 pm
Forum: Project Announcements
Topic: cAudio 1.6.1-rc Offical Release! (Now Under ZLIB!) New
Replies: 30
Views: 4392

LGPL :/ Welp, looks like I'll need to create my own audio system then (I don't want yet another dll for my commercial app). Still, nice job on the library, I wish it (and you) luck. I'm confused - mainly because the LGPL allows non-free software to use the lib (and hence you can use it for your pro...
by DavidR
Thu Oct 02, 2008 9:40 pm
Forum: Bug reports
Topic: [not a bug]Memory leak on 1.4.2
Replies: 3
Views: 891

I've experienced the 1 byte leak before in my own programs (not using Irr at all) I'm 99% certain it's actually a bug in the way CRT detects memory leaks, since there are a multitude of ways to create this output with "known good" libs etc. (e.g. with STL strings) Also, the fact it's unabl...
by DavidR
Wed Oct 24, 2007 3:54 pm
Forum: Advanced Help
Topic: S3DVertex - Pos question
Replies: 1
Views: 323

S3DVertex - Pos question

What exactly is the vertex position (S3DVertex::Pos) stored relative to? Initially I assumed this was a fairly simple problem, and that it was stored relative to the position of the node in world space. However, it appears I'm incorrect. I'm trying to get each vertex of an object, and adjust its Y a...
by DavidR
Sat Oct 20, 2007 3:17 pm
Forum: Project Announcements
Topic: CCloudSceneNode - clouds with levels of detail
Replies: 87
Views: 70640

I got this working in 1.3, but I have a strange problem - when the camera is at a certain angle, the clouds totally disappear. I'm not entirely sure why :/
by DavidR
Sun Jun 10, 2007 4:33 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 132199

compound collision (by re-write the code that create bodies to do this) Ah, superb :) I was about to start writing my own method to do it via Newton, but having compound collision would be very useful, and saves me a lot of time (yes, it was compound collision I was thinking about, by the way, in m...