Search found 9676 matches

by CuteAlien
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

If you mean scale, once more the irr::scene::IMeshManipulator can help:
scaleMesh (IMesh *mesh, const core::vector3df &scale)
by CuteAlien
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?

robpearmain wrote: Does anyone have any code to do this?
Yo - Irrlicht has ;)
irr::scene::IMeshManipulator has a member flipSurfaces (IMesh *mesh)
by CuteAlien
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...
by CuteAlien
Thu May 25, 2006 12:09 am
Forum: Beginners Help
Topic: Including ODE to Irrlicht.
Replies: 3
Views: 471

-1.#IND000 is an invalid float value. Maybe caused by a division by zero or some similar invalid calculation. Further calculations with that value will usually only result in further -1.#IND000's.
by CuteAlien
Wed May 24, 2006 2:58 am
Forum: Project Announcements
Topic: Created obj + mtl loader
Replies: 42
Views: 27220

Hm, looks like i wrote this long article here and forgot to press "submit" :(. Ok, once more: In readMTL we should not expect 'N' to be 'Ns', as some .obj files also contain 'Ni'. So i'd change it like that: case 'N': if ( 0 != pCurrMaterial ) { switch(pBufPtr[1]) { case 's': // Ns - shini...
by CuteAlien
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...
by CuteAlien
Sun May 21, 2006 2:34 pm
Forum: Advanced Help
Topic: Maya to irrlicht supported files ?
Replies: 1
Views: 259

There is some way to enable .obj exports in maya 6. This works mostly ok for static meshes. I recommend installing the patch mentioned in this thread http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=11083&highlight= for it, as you won't have textures otherwise. The x-exporters in the Direc...
by CuteAlien
Sat May 20, 2006 5:32 pm
Forum: Bug reports
Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
Replies: 6
Views: 572

Oh, my fault, sorry, you're certainly right. i just failed to see the multiple inheritance thing. Thanks for help!
by CuteAlien
Sat May 20, 2006 1:02 am
Forum: Bug reports
Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
Replies: 6
Views: 572

I did now something similar to the second solution which you proposed.
Still i think the Caller which is of type IGUIElement should not point to the GuiEnvironment which is of a completly different class.
by CuteAlien
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...
by CuteAlien
Fri May 19, 2006 3:02 am
Forum: Bug reports
Topic: EGET_ELEMENT_FOCUS_LOST caller (SOLVED)
Replies: 6
Views: 572

I think the IGUIElements should also give up the focus when they are deleted.
by CuteAlien
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.
by CuteAlien
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...
by CuteAlien
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);...
by CuteAlien
Tue May 09, 2006 3:39 pm
Forum: Open Discussion and Dev Announcements
Topic: Game design pattern question
Replies: 2
Views: 346

A good way to find the answer to that is to ask yourself it the class have a "is a" or "has a" relationship. So if the Football player "is a" scene node you would derive it from a scene node. You would have this relations if the football player class does for example en...