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: 200
- Fri Oct 06, 2006 5:03 pm
- Forum: Beginners Help
- Topic: Implementing own particle emitter
- Replies: 2
- Views: 287
- Thu Oct 05, 2006 8:18 pm
- Forum: Beginners Help
- Topic: Implementing own particle emitter
- Replies: 2
- Views: 287
- Wed Sep 20, 2006 10:20 pm
- Forum: Beginners Help
- Topic: scaling model makes it brighter or darker
- Replies: 3
- Views: 400
- Wed Sep 20, 2006 9:20 pm
- Forum: Beginners Help
- Topic: scaling model makes it brighter or darker
- Replies: 3
- Views: 400
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 ...
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: 467
- Sun Sep 17, 2006 9:29 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3995
- Sun Sep 17, 2006 4:13 pm
- Forum: Beginners Help
- Topic: Base Mobile Class
- Replies: 1
- Views: 238
- Fri Sep 15, 2006 5:38 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3995
Hi,
tanks for your replies. In my game I have several gamestates which all need different "setups" of scenenodes and guielements, so when I switch from one state to the other I want to first delete all elements of the old state and then create the elements needed for the new state. Thats no problem ...
tanks for your replies. In my game I have several gamestates which all need different "setups" of scenenodes and guielements, so when I switch from one state to the other I want to first delete all elements of the old state and then create the elements needed for the new state. Thats no problem ...
- Mon Sep 11, 2006 9:37 pm
- Forum: Beginners Help
- Topic: Remove all GUI Elements
- Replies: 13
- Views: 3995
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: 693
- Sat Sep 09, 2006 9:43 pm
- Forum: Beginners Help
- Topic: EventReceiver, Flag for Mouse-Moving
- Replies: 2
- Views: 358
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: 601
- Fri Sep 08, 2006 1:13 pm
- Forum: Beginners Help
- Topic: EventReceiver, Flag for Mouse-Moving
- Replies: 2
- Views: 358
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 stops moving, so I tried ...
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 stops moving, so I tried ...