Search found 96 matches

by grunt
Tue Feb 01, 2011 12:52 am
Forum: Beginners Help
Topic: reflective floor
Replies: 2
Views: 272

reflective floor

I am trying to make a reflective floor. I found out how to invert the rtt camera vertically by setting the upvector to (0, -1, 0). How can I invert it horizontally?
by grunt
Sun Jan 30, 2011 5:52 am
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

yeah, a bug with irrlicht not wrapper.

On another note, Im looking for quaternions in irrlichtlime.core? Have those been implemented yet?
by grunt
Thu Jan 27, 2011 8:17 pm
Forum: Beginners Help
Topic: How to set texture for a particular surface of a cube?
Replies: 4
Views: 484

I asked this like a week ago. They have to be in seperate meshbuffers. So in your modeling app, group each face seperately.
by grunt
Tue Jan 25, 2011 11:20 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

not sure what the problem is here but if I add a shadowvolumescenenode, then the shadowing gets all messed up as you can see in this image: http://img132.imageshack.us/img132/4756/appqo.jpg If I change it to direct3d8, the shadow works but then the reflections are garbled as seen in this image. Not ...
by grunt
Tue Jan 18, 2011 11:35 pm
Forum: Beginners Help
Topic: different textures for different faces
Replies: 4
Views: 394

nm it was a problem with the exporter I was using in deled. After exporting, some of them still only show one meshbuffer. .x format shows 6 meshbuffer but the texturing is all messed up. .b3d works great.
by grunt
Tue Jan 18, 2011 7:17 pm
Forum: Beginners Help
Topic: different textures for different faces
Replies: 4
Views: 394

Ok I got that working, but the texture is all black even when I turned off lighting for the scenenode. I am not scaling it either and I tried normalize normals anyway.
by grunt
Mon Jan 17, 2011 9:34 pm
Forum: Beginners Help
Topic: different textures for different faces
Replies: 4
Views: 394

different textures for different faces

I need to be able to change the texture of different faces on a mesh or cube scenenode. Does that mean that each face has to be a seperate scenenode? Or should I figure out a way to dynamically create a uvmap texture?
by grunt
Thu Dec 23, 2010 5:00 am
Forum: Beginners Help
Topic: get texture from bsp map
Replies: 1
Views: 214

get texture from bsp map

I have a map loaded in bsp format. I want to be able to tell what specific texture I am walking on or shooting at. I can get the triangle and intersection point with a ray, but want to tell what texture it is so I can play specific sounds for different materials and display different effects for dif...
by grunt
Mon Dec 20, 2010 5:29 am
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

Public Class CDecal Inherits SceneNode Private bbox As New AABBox() Private vertices As New List(of vertex3d) Private material As New Material() Public Sub New(parent As SceneNode, smgr As SceneManager, id As Integer, size as Single, byval tex as string) MyBase.New(parent, smgr, id) AddHandler OnRe...
by grunt
Wed Dec 15, 2010 6:10 am
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

maybe someone can help me find out why methods are being called for my custom scenenode even when putting: AddHandler me.OnRegisterSceneNode, AddressOf CDecal_OnRegisterSceneNode AddHandler Me.OnRender, AddressOf CDecal_OnRender AddHandler Me.OnGetBoundingBox, AddressOf CDecal_OnGetBoundingBox AddHa...
by grunt
Tue Dec 14, 2010 8:25 pm
Forum: Beginners Help
Topic: bulding a triangles right vector
Replies: 0
Views: 335

bulding a triangles right vector

I am following the code here http://www.flipcode.com/archives/Decals_Explained.shtml to do a decal. I am getting (0, 0, 0) for my right vector and I am doing it just as explained in the tutorial. The tutorial says: e largest, then the major axis is X, the same applies for the Y and Z components. Cal...
by grunt
Tue Dec 14, 2010 8:15 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

Do you think you could enable the forums on your sourceforge page so that we can have a board solely for irrlicht lime and not just keep replying to this thread.
by grunt
Tue Dec 07, 2010 8:05 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

just wanted to share how I got this working with Jitter Physics:

http://jitter-physics.com/phpBB3/viewto ... p=161#p161
by grunt
Tue Dec 07, 2010 6:05 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

Apparently I was getting the meshbuffer on an animated mesh. Get the mesh of the animated mesh like below and now it returns the correct amount of vertices and indices. dim plainmesh as Mesh = mesh.GetMesh(0) Dim mb As MeshBuffer = plainmesh.GetMeshBuffer(0) dev.Logger.Log(mb.VertexCount.ToString)
by grunt
Tue Dec 07, 2010 5:42 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175010

How come the array lengths are returning 0 for this? For z As Integer = 0 To mesh.MeshBufferCount - 1 Dim mb As MeshBuffer = mesh.GetMeshBuffer(z) dim indlist() as ushort = ctype(mb.Indices, ushort()) Dim vertlist() as vertex3d = ctype(mb.vertices, vertex3d()) dev.Logger.Log(vertlist.length.ToString...