Search found 9680 matches

by CuteAlien
Sun May 28, 2006 10:29 pm
Forum: Beginners Help
Topic: remove sky box question
Replies: 5
Views: 232

The creation of the of the skybox node itself doesn't really cost much time. So it shouldn't be a problem anyway to change it in realtime. Textures are kept in memory until they are explicitly removed, so once you loaded them at start you could propably just exchange the skybox nodes. But otherwise ...
by CuteAlien
Sun May 28, 2006 2:37 am
Forum: Off-topic
Topic: I quit my job today for irrlicht
Replies: 37
Views: 7613

You're gonna stop the government and make us rich? High targets ;-) The glove sounds basicly like another input system. So if you have input drivers for linux/windows it won't be hard for other people to use it. Irrlicht itself does not add much in the way of support for input devices. Basicly it ju...
by CuteAlien
Sun May 28, 2006 2:06 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Added support for DDS (OpenGL only)
Replies: 11
Views: 11617

I just used the compressed textures and they seem to work :).
Unfortunatly i really need a DirectX Version so some more work ahead of me. Haven't done anything in DX for about 7 years and c::b won't let me debug in windows, i really hope i still get this running...
by CuteAlien
Fri May 26, 2006 2:32 pm
Forum: Bug reports
Topic: Problem with .X files with first keyframe > 0
Replies: 1
Views: 373

Still not sure if my solution is that good, but i implemented it now and at least it works: I added the following member to IAnimatedMesh.h //! return -1 if the first frame is unknown or otherwise the first frame virtual s32 getFirstFrame() = 0; For all classes that derive from IAnimatedMesh, except...
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: 27225

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: 574

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: 574

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: 574

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: 574

I think the IGUIElements should also give up the focus when they are deleted.