Search found 449 matches

by Luke
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 ...
by Luke
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.
by Luke
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
by Luke
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.
by Luke
Mon Jul 07, 2008 11:40 am
Forum: Bug reports
Topic: [fixed]More polygons when mesh attached to joint node
Replies: 10
Views: 1131

that's a pretty bad bug, cannot believe I missed it. code left over from the old system I think.

it shouldn't be affecting anything other then when you manually parent to joints but.
by Luke
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...
by Luke
Mon Apr 28, 2008 1:46 am
Forum: Beginners Help
Topic: Help with Bone manipulations
Replies: 35
Views: 1794

I'm happy to have a look at what's wrong.

could you post the code and mesh file maybe.
by Luke
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 ...
by Luke
Wed Mar 26, 2008 12:03 am
Forum: Bug reports
Topic: B3D levels and pick objects inside him
Replies: 8
Views: 458

The bounding boxes are not correctly calculated and updated for Skinned Meshes. Just check the meshes in the meshviewer with enabled debug output.
why aren't they correctly calculated? and being updated isn't a problem, as it's a static mesh.

anyway I'll have a look
by Luke
Mon Mar 24, 2008 3:00 am
Forum: Bug reports
Topic: B3D levels and pick objects inside him
Replies: 8
Views: 458

I cannot see how this could be related to the bounding boxes problems.

could you post an example or some code and the mesh?
by Luke
Mon Mar 17, 2008 4:51 am
Forum: Open Discussion and Dev Announcements
Topic: B3d format and animation
Replies: 44
Views: 10143

I looked at the svn it seems changed, might want to try that.
by Luke
Sat Mar 01, 2008 5:37 am
Forum: Bug reports
Topic: [fixed]CTerrainSceneNode given Bad Touch by VBOs
Replies: 2
Views: 473

sorry about that, didn't test with the debug build, so I didn't get that crash.

the array was allocated to the right size, but the array bounds check doesn't like it.

fixed now.

btw there are no problems with fragmentation as the array is never truly resized
by Luke
Sun Feb 24, 2008 6:31 am
Forum: Beginners Help
Topic: .Md2
Replies: 4
Views: 274

b3d, ms3d, and x formats use skeletal animation so you can use joints etc.

md2 uses vertex based animation so it has no underlining skeleton. thereof no joints
by Luke
Sat Feb 23, 2008 2:59 pm
Forum: Everything 2d/3d Graphics
Topic: Blender B3d exporter updated!
Replies: 27
Views: 5679

looks nice, nice site too. I'm glad someone took on the exporter, I'm not enough of a blender user yet.

I haven't really been following it that much lately, I'll have to test it out.
by Luke
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...