Search found 36 matches

by jAyTeA
Thu Dec 28, 2006 11:29 pm
Forum: Advanced Help
Topic: two questions: Physics and Landscapes
Replies: 8
Views: 780

@BlindSide: I already have an animator for the terrain height. So that is not the problem. My problem is, that the objects are falling through the terrain, even if i set their Y-position after updating newton! whatever, at the moment im working on tiling the terrain, but it doesn't work as i thought...
by jAyTeA
Thu Dec 28, 2006 1:58 pm
Forum: Advanced Help
Topic: two questions: Physics and Landscapes
Replies: 8
Views: 780

My problem with the Terrain and Newton is, that i don't want to integrate the terrain in Newton! I want use the simple Terrainheightanimator for it.
But when i use newton without the terrain it sets my playermodel under the terrain. even if i animate the node after the newton::update
by jAyTeA
Thu Dec 28, 2006 12:03 am
Forum: Advanced Help
Topic: two questions: Physics and Landscapes
Replies: 8
Views: 780

hmm, ok, then i think i'll splitt up the terrain.

But does anyone have an answer for my 2. question?
I want a physicengine because my playermodel don't move correct inside of modelled houses.
by jAyTeA
Wed Dec 27, 2006 1:08 am
Forum: Advanced Help
Topic: two questions: Physics and Landscapes
Replies: 8
Views: 780

two questions: Physics and Landscapes

Hello everybody, i have two questions. The first one could be a little bit newbish. I have a big terrain with the CLMTerrainSceneNode (about 100km²) Now I want to have a more detailed Colormap for it. At the moment im using a 2048x2048 texture, but when i use a bigger one (4096x4096), the terrain is...
by jAyTeA
Tue Dec 26, 2006 1:54 pm
Forum: Beginners Help
Topic: Image sizes
Replies: 5
Views: 366

you can use textures which aren't square size!! But they should have power of two width and height. i.e. you can use a 512x256 pixel Image for your logo.
by jAyTeA
Fri Dec 22, 2006 2:24 pm
Forum: Beginners Help
Topic: texture translatation
Replies: 10
Views: 672

thx, vitek, your code works perfekt!

this was just a test for later integration into the mainloop.

I also looked at the source and saw that the three functions all manipulatet other variables of the matrix, so i thought that it has to go.

Thanks everyone for your help!
by jAyTeA
Fri Dec 22, 2006 11:10 am
Forum: Beginners Help
Topic: Different computers show different textures
Replies: 23
Views: 2175

I had this problem, but it disappeared after updating the irrlicht.dll to the last svn-version. So i think you should try that
by jAyTeA
Fri Dec 22, 2006 11:07 am
Forum: Beginners Help
Topic: texture translatation
Replies: 10
Views: 672

sry, sio2, but that code doesn't work, same problem. Also the following code doesn't work: texMap->getTransformation().setScale( vector3df( 0.2f, 0.2f, 0 ) ); texMap->getTransformation().setRotationRadians( vector3df(0,0,PI) ); texMap->getTransformation().setTranslation( vector3df(0.2f,0.2f,0) );
by jAyTeA
Fri Dec 22, 2006 10:27 am
Forum: Beginners Help
Topic: texture translatation
Replies: 10
Views: 672

hmm, i just recognized that just one thing works at one time. When rotation is set at last the texture is rotateted, but not scaled, if scaling is set last the rotation isn't recognized.

But Translation doesn't work at all.
Do i have to set some flags or a specific MaterialType?
by jAyTeA
Thu Dec 21, 2006 9:57 pm
Forum: Beginners Help
Topic: texture translatation
Replies: 10
Views: 672

texture translatation

hello, i want to use the texture transfomation matrix to move it on mesh. I use following code: matrix4* matTexMap = &texMap->getTransformation(); matTexMap->setTranslation( vector3df(0.2f,0.2f,0) ); matTexMap->setScale( vector3df( 0.5f, 0.5f, 0 ) ); matTexMap->setRotationRadians( vector3df(0,0,...
by jAyTeA
Tue Dec 19, 2006 3:16 pm
Forum: Advanced Help
Topic: Particle system - not enough particles due to frame rate
Replies: 15
Views: 1329

have you tried to disable vsync?
That all sounds to me like you have enabled it!
by jAyTeA
Tue Dec 12, 2006 3:23 pm
Forum: Beginners Help
Topic: openGL draws it but DirectX not
Replies: 15
Views: 849

ok, the problem disappeared magically as i set the z-coordinates of the vertices at the beginning to 0.

Thx for all your help!
by jAyTeA
Mon Dec 11, 2006 7:11 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Forming a definitive tools guide for irrlicht
Replies: 16
Views: 4732

Then:
Networking: ENet ( http://enet.cubik.org/ )
by jAyTeA
Mon Dec 11, 2006 5:23 pm
Forum: Beginners Help
Topic: openGL draws it but DirectX not
Replies: 15
Views: 849

@goaty: hmm, then i really don't know. sorry! @vitek: Thanks very much!! with the identitymatrices it looks much better! But the problem with directX not drawing it correct is still there. This is really strange. I don't have any idea, where the problem could be. There must be a problem in the direc...
by jAyTeA
Sat Dec 09, 2006 11:26 pm
Forum: Beginners Help
Topic: openGL draws it but DirectX not
Replies: 15
Views: 849

@goaty: just call pSceneNode->getMaterial(0).BackfaceCulling = false;

@vitek: I don't know what you exactly mean. When should I set the transformation matrix? This scenenode is drawn after all other things.
Please explain what you would do.