Search found 449 matches
- Mon Jul 28, 2008 12:48 pm
- Forum: Advanced Help
- Topic: What's wrong with skinned meshes?
- Replies: 10
- Views: 797
Huzzah!. If you're up for sorting it, then I'd respectfully suggest that until and unless accurate per-node meshes are available, that IAnimatedMesh::getMesh(s32 frame,...) both assert (_IRR_DEBUG_BREAK_IF(...)) and return 0 for skinned meshes, rather than return an incorrect mesh. rogerborg: Even ...
- Mon Jul 28, 2008 12:36 pm
- Forum: Bug reports
- Topic: Animated Mesh Issues
- Replies: 9
- Views: 1074
here are the specs on the b3d format.
http://www.blitzbasic.com/sdkspecs/sdks ... _specs.txt
it's public domain so it's as free as you can get.
http://www.blitzbasic.com/sdkspecs/sdks ... _specs.txt
it's public domain so it's as free as you can get.
- Sun Jul 13, 2008 10:55 am
- Forum: Beginners Help
- Topic: Physics and Irrlicht animation?
- Replies: 2
- Views: 251
yep, that was one of the problems with the old system.
that's why I added the "Node->animateJoints();" function.
have a look here: http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
that's why I added the "Node->animateJoints();" function.
have a look here: http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
- Sun Jul 13, 2008 10:49 am
- Forum: Open Discussion and Dev Announcements
- Topic: merge DLL in EXE
- Replies: 16
- Views: 5716
something like this one: http://www.molebox.com/ (just a random google)
not sure if there are any free ones.
not sure if there are any free ones.
- Mon Jul 07, 2008 11:40 am
- Forum: Bug reports
- Topic: [fixed]More polygons when mesh attached to joint node
- Replies: 10
- Views: 1131
- Thu Jun 05, 2008 9:56 am
- Forum: Beginners Help
- Topic: Bones with skin
- Replies: 5
- Views: 440
having a quick look though the code, I cannot see anywhere that empty bones are removed. I don't think I did that for your reason. so you might want to check that your exporter is not removing them. hmm, btw if no bones have skin attached, and you have no animation, your mesh is not marked as animat...
- Mon Apr 28, 2008 1:46 am
- Forum: Beginners Help
- Topic: Help with Bone manipulations
- Replies: 35
- Views: 1794
- Tue Apr 15, 2008 12:15 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Question on VBOs
- Replies: 26
- Views: 3014
sorry I haven't been active lately. thanks BlindSide and sio2, for the dx vbo patch, I'll look into applying it. (Although looking at CMeshBuffer.h now it seems that hybrid recently changed the function header for setDirty() to allow for the user to specify the type buffer in question, so something ...
- Wed Mar 26, 2008 12:03 am
- Forum: Bug reports
- Topic: B3D levels and pick objects inside him
- Replies: 8
- Views: 458
- Mon Mar 24, 2008 3:00 am
- Forum: Bug reports
- Topic: B3D levels and pick objects inside him
- Replies: 8
- Views: 458
- Mon Mar 17, 2008 4:51 am
- Forum: Open Discussion and Dev Announcements
- Topic: B3d format and animation
- Replies: 44
- Views: 10143
- Sat Mar 01, 2008 5:37 am
- Forum: Bug reports
- Topic: [fixed]CTerrainSceneNode given Bad Touch by VBOs
- Replies: 2
- Views: 473
- Sun Feb 24, 2008 6:31 am
- Forum: Beginners Help
- Topic: .Md2
- Replies: 4
- Views: 274
- Sat Feb 23, 2008 2:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: Blender B3d exporter updated!
- Replies: 27
- Views: 5679
- Wed Feb 20, 2008 5:59 am
- Forum: Open Discussion and Dev Announcements
- Topic: B3d format and animation
- Replies: 44
- Views: 10143
but the funny thing, that it isn't always... if i change something at the joints place (in the code), it becomes slow, and if i start to use other things (programming, but not the joints), then it becomes good... xD maybe just the debugging? try updating the absolute positions after you move the jo...