If you mean scale, once more the irr::scene::IMeshManipulator can help:
scaleMesh (IMesh *mesh, const core::vector3df &scale)
Search found 9676 matches
- Thu May 25, 2006 4:21 pm
- Forum: Advanced Help
- Topic: How can I "inflate" mesh along it's vertex normals
- Replies: 1
- Views: 231
- Thu May 25, 2006 4:17 pm
- Forum: Advanced Help
- Topic: How can I "Flip" the surfaces of a mesh?
- Replies: 2
- Views: 417
Re: How can I "Flip" the surfaces of a mesh?
Yo - Irrlicht has ;)robpearmain wrote: Does anyone have any code to do this?
irr::scene::IMeshManipulator has a member flipSurfaces (IMesh *mesh)
- Thu May 25, 2006 1:31 am
- Forum: Bug reports
- Topic: Problem with .X files with first keyframe > 0
- Replies: 1
- Views: 373
Problem with .X files with first keyframe > 0
If the first animation key in a .X file is not at frame 0, but for example at 1, i've got some problems as there's currently no way to find out which is the first valid frame The result is that the animation is displayed only sometimes (not just 1 frame missing, but it takes a while until it is disp...
- Thu May 25, 2006 12:09 am
- Forum: Beginners Help
- Topic: Including ODE to Irrlicht.
- Replies: 3
- Views: 471
- Wed May 24, 2006 2:58 am
- Forum: Project Announcements
- Topic: Created obj + mtl loader
- Replies: 42
- Views: 27220
- Tue May 23, 2006 1:28 pm
- Forum: Beginners Help
- Topic: Need a starting point for collisions/physics
- Replies: 4
- Views: 294
Don't know if it helps, but in my own project i just did go through the triangles. Still i'm using a lot of the irrlicht functionality. Basicly i'm adding all nodes which are of interset for collisions to my own class handling collisions. Then i don't use the triangles from the mesh-data, but the da...
- Sun May 21, 2006 2:34 pm
- Forum: Advanced Help
- Topic: Maya to irrlicht supported files ?
- Replies: 1
- Views: 259
- Sat May 20, 2006 5:32 pm
- Forum: Bug reports
- Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
- Replies: 6
- Views: 572
- Sat May 20, 2006 1:02 am
- Forum: Bug reports
- Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
- Replies: 6
- Views: 572
- Fri May 19, 2006 2:53 pm
- Forum: Bug reports
- Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
- Replies: 6
- Views: 572
Hm, maybe there's a reason why EGET_ELEMENT_FOCUS_LOST does not get transported up to the user level. Otherwise i would also recommend not just returning already within the irrlicht classes but transporting this event to the user level. In case you're wondering why i concentrate that much on this fo...
- Fri May 19, 2006 3:02 am
- Forum: Bug reports
- Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
- Replies: 6
- Views: 572
- Fri May 19, 2006 1:54 am
- Forum: Bug reports
- Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
- Replies: 6
- Views: 572
EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
In CGUIEnvironment::removeFocus e.GUIEvent.Caller is set to the 'this' pointer. As the pointer is an IGUIElement i guess it should be set to 'Focus' instead.
It would also sometimes be helpful if a similar event like EGET_ELEMENT_FOCUS_SET would be generated in setFocus.
It would also sometimes be helpful if a similar event like EGET_ELEMENT_FOCUS_SET would be generated in setFocus.
- Thu May 11, 2006 5:27 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What should go in Irrlicht 2.0?
- Replies: 129
- Views: 34225
A better filesystem would be nice. - Support for virtual folders. So you can for example set a base directiory (base:) to any directory and refer to files like base:file. Also it could be possible to set several directories for a virtual folder so that base for example would search HD and CD for fil...
- Wed May 10, 2006 4:49 pm
- Forum: Beginners Help
- Topic: A "real" timer
- Replies: 6
- Views: 605
You can wrap the Irrlicht Timer in an own class for which you can create as many timer instances as you need. I can give you my code as example how i did it - maybe it helps: timer.h: #ifndef TIMER_H #define TIMER_H class Timer { public: Timer(irr::ITimer * irrlichtTimer_, bool startRunning_=false);...
- Tue May 09, 2006 3:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Game design pattern question
- Replies: 2
- Views: 346