Hi,
it seems that when I load an irrfile, it first clears my scene. Is there a way to load an irrfile into an existing scene, so that the scenenodes from the file are just added to it?
Bye
Riky
Search found 14 matches
- Wed Oct 18, 2006 8:32 pm
- Forum: Beginners Help
- Topic: Loading irrfile in existing scene
- Replies: 1
- Views: 141
- Fri Oct 06, 2006 5:03 pm
- Forum: Beginners Help
- Topic: Implementing own particle emitter
- Replies: 2
- Views: 159
The os.h file is not part of the include directory, but in source/Irrlicht. Yes. I had a closer look at the code now and learned that I will not need os:: to implement an emitter, its only needed for a Randomizer class there. But another question: the emitter must implement a method for returning i...
- Thu Oct 05, 2006 8:18 pm
- Forum: Beginners Help
- Topic: Implementing own particle emitter
- Replies: 2
- Views: 159
- Wed Sep 20, 2006 10:20 pm
- Forum: Beginners Help
- Topic: scaling model makes it brighter or darker
- Replies: 3
- Views: 248
- Wed Sep 20, 2006 9:20 pm
- Forum: Beginners Help
- Topic: scaling model makes it brighter or darker
- Replies: 3
- Views: 248
scaling model makes it brighter or darker
Hi, I have a scene with one light and a sphere with an texture. With the keys I can increase/decrease the scale (ISceneNode->setScale()). It works fine but when I let the sphere grow, it gets darker and when I let it shrink, it gets brighter. The effect is cleary noticable, if I scale from 0.5 to 1....
- Mon Sep 18, 2006 8:21 pm
- Forum: Beginners Help
- Topic: Need Help with Arrays of Cubes
- Replies: 5
- Views: 252
- Sun Sep 17, 2006 9:29 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3320
Hello, thanks, the removing of GUI Elements seems to work know. Your idea for maintaining multiple sets of UI and Scenenodes looks very interesting and would fit easy into my actual design, but wouldn't that have an impact on performance? If I have two very complex scenes and only deactivate the vis...
- Sun Sep 17, 2006 4:13 pm
- Forum: Beginners Help
- Topic: Base Mobile Class
- Replies: 1
- Views: 127
Hi, this is my code for such a class. The scenenode is created in the constructor with the scenemanager, that is stored in m_game. Bye, riky class CMobileIrrObject { protected: CGame* m_game; vector3df m_speed; IAnimatedMeshSceneNode* m_node; bool m_valid; CMobileIrrObject(); public: virtual ~CMobil...
- Fri Sep 15, 2006 5:38 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3320
- Mon Sep 11, 2006 9:37 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3320
Remove all GUI Elements
Hi,
is there an easy way to remove all GUI Elements?
Bye,
Rikyoh
is there an easy way to remove all GUI Elements?
Bye,
Rikyoh
- Mon Sep 11, 2006 2:55 pm
- Forum: Bug reports
- Topic: ms3d loading
- Replies: 4
- Views: 586
- Sat Sep 09, 2006 9:43 pm
- Forum: Beginners Help
- Topic: EventReceiver, Flag for Mouse-Moving
- Replies: 2
- Views: 240
Thanks for your answer. I tried with getting the mousepos in the main-loop and not in the eventreceiver like you suggested and now have a solution which does everything in the main loop in every frame. But the problem is the same. I think it is the high framerate. In my project its about 700 or so. ...
- Fri Sep 08, 2006 1:19 pm
- Forum: Beginners Help
- Topic: obj colours in blender different from in irrlicht
- Replies: 2
- Views: 441
- Fri Sep 08, 2006 1:13 pm
- Forum: Beginners Help
- Topic: EventReceiver, Flag for Mouse-Moving
- Replies: 2
- Views: 240
EventReceiver, Flag for Mouse-Moving
Hi, in my app I need to now if the mouse is moving or not, so I have a global flag "g_mousemoving". In the OnMove() of the EventReceiver I set this flag to "true", if the event occurs. But where should I set the flag to "false"? The OnMove() is not called when the mouse...