I think SDL has freetype font. It has the same license to Irrlicht.
Regards,
thanh
Search found 325 matches
- Thu Apr 30, 2015 12:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 38906
- Tue Apr 28, 2015 3:02 pm
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 973
Re: Calculating the Output for a Motion Simulator
Example to make character facing perpendicular to a target. I think you need at least 3 points for correct representation of the platform. p1 is the previous facing direction. You would initialise it to something. You need to put some effort into these stuff. void faceTargetObject(vector3df target,v...
- Mon Apr 27, 2015 3:44 am
- Forum: Bug reports
- Topic: (SOLVED)Hardware skinning meshes with bones bug
- Replies: 16
- Views: 4314
Re: Hardware skinning meshes with bones bug
If you could send the model and your loading source code to Granyte or some of the developer, they might have a look at it if they have time?
It is hard for them to know where the error is.
Regards,
thanh
It is hard for them to know where the error is.
Regards,
thanh
- Mon Apr 27, 2015 3:16 am
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 973
Re: Calculating the Output for a Motion Simulator
That looks similar to this below. But don't set the y direction to 0. http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=50692 The method assume you have an initial facing direction. I'm not sure we need to invert the parent node matrix or not. If we do then dig into my snippet code for f...
- Fri Apr 24, 2015 5:34 pm
- Forum: Code Snippets
- Topic: IK Fabrik, Jacobian inverse LS, SVD, Transpose + CCDs
- Replies: 10
- Views: 5191
IK Jacobian inverse LS, SVD, Transpose + CCDs
Damped least square pseudo inverse. void dampedleastSQrPseudoInverseKinematicAxisAngle(vector3df &target) { // if (!isEnableIK) return; isEnableIK = false; irr::scene::IBoneSceneNode *base = ((IAnimatedMeshSceneNode *)this->sceneNode)->getJointNode("...
- Thu Apr 23, 2015 6:17 pm
- Forum: Code Snippets
- Topic: IK Fabrik, Jacobian inverse LS, SVD, Transpose + CCDs
- Replies: 10
- Views: 5191
Re: Inverse Kinematic with Irrlicht Jacobian Transpose + CCD
I'll add other variant of jacobian next, when I need look at these again.
Hey I need to get back to work on shadows with deferred rendering.
But I think something is wrong with render to texture/target now. It seems to run a little slow compares to before the rendertarget was update.
Regards
thanh
Hey I need to get back to work on shadows with deferred rendering.
But I think something is wrong with render to texture/target now. It seems to run a little slow compares to before the rendertarget was update.
Regards
thanh
- Thu Apr 23, 2015 5:08 pm
- Forum: Code Snippets
- Topic: IK Fabrik, Jacobian inverse LS, SVD, Transpose + CCDs
- Replies: 10
- Views: 5191
Re: Inverse Kinematic with Irrlicht Jacobian Transpose
Minor update to make IK work with any parent node orientation. Inverse transform should be perform on every parent node of the all the manipulate joints. For those who likes CCD IK, two variant of the methods are given below. No rotational axis is enforce on the joints in that implementation. Just m...
- Tue Apr 21, 2015 9:30 am
- Forum: Advanced Help
- Topic: Gaussian Blur Shader strange results
- Replies: 5
- Views: 1274
Re: Gaussian Blur Shader strange results
Hi
I think Foaly asking how you pass the information to the shader from Irrlicht, not the shader code.
Regards
thanh
I think Foaly asking how you pass the information to the shader from Irrlicht, not the shader code.
Regards
thanh
- Tue Apr 21, 2015 5:47 am
- Forum: Beginners Help
- Topic: Accelerating/decelerating motion and frame rate
- Replies: 2
- Views: 633
Re: Accelerating/decelerating motion and frame rate
Jumping would be time dependent.
A lower framerate would missed some of the position in between.
t = time between frame.
v = u + at
v^2 = u^2 + 2a (s-so)
s = so + ut + 1/2at^2
Play around with those equations.
Regards
thanh
A lower framerate would missed some of the position in between.
t = time between frame.
v = u + at
v^2 = u^2 + 2a (s-so)
s = so + ut + 1/2at^2
Play around with those equations.
Regards
thanh
- Fri Apr 17, 2015 11:47 pm
- Forum: Beginners Help
- Topic: allocation/deallocation issues [general C++/vectors]
- Replies: 46
- Views: 4225
Re: allocation/deallocation issues [general C++/vectors]
Nice work.
Learning takes time brother.
It needs dedication and hard work, like what you just did here.
Cheers
Thanh
Learning takes time brother.
It needs dedication and hard work, like what you just did here.
Cheers
Thanh
- Fri Apr 17, 2015 7:54 am
- Forum: Beginners Help
- Topic: allocation/deallocation issues [general C++/vectors]
- Replies: 46
- Views: 4225
Re: allocation/deallocation issues [general C++/vectors]
This is one way of doing it. for (int i = (lstRemoveElements.size() - 1); i >= 0; i--) { Element *removeItem = lstRemoveElements ; removeItem->getSceneNode()->remove(); //This remove the scenenode. Irrlicht will automatically delete this. We don't need to delete this pointer. lstRemoveElements.erase...
- Fri Apr 17, 2015 7:36 am
- Forum: Beginners Help
- Topic: allocation/deallocation issues [general C++/vectors]
- Replies: 46
- Views: 4225
Re: allocation/deallocation issues [general C++/vectors]
You should be aware that Irrlicht is not thread safe. You can't delete asynchronously. Unless you setting up some delete flag inside the rendering loop. From my experience. The best way to do that is add delete items to a delete list. Then inside the rendering loop doing the actual delete somewhere ...
- Fri Apr 17, 2015 2:34 am
- Forum: Beginners Help
- Topic: allocation/deallocation issues [general C++/vectors]
- Replies: 46
- Views: 4225
Re: allocation/deallocation issues [general C++/vectors]
If you are deleting or add scenode on a different thread or between draw call then you will have error. Make sure the delete or add node is done before begin or after endScene. Also I think you need a vector of objects. This way you don't need to manage multiple deletes, which can be tedious if you ...
- Fri Apr 17, 2015 1:43 am
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2015 [Winner Announced!]
- Replies: 20
- Views: 12794
Re: Screenshot of the Month April 2015 [Submit now]
@raincool
Nice shot. I saw something flying in the sky and its not a bird : ).
It would be nice if you can make a video of in game contents (fighting, npc etc), put it on youtube and post it inside the thread below.
http://irrlicht.sourceforge.net/forum/v ... 18&t=38326
regards
thanh
Nice shot. I saw something flying in the sky and its not a bird : ).
It would be nice if you can make a video of in game contents (fighting, npc etc), put it on youtube and post it inside the thread below.
http://irrlicht.sourceforge.net/forum/v ... 18&t=38326
regards
thanh
- Thu Apr 16, 2015 1:40 am
- Forum: Beginners Help
- Topic: allocation/deallocation issues [general C++/vectors]
- Replies: 46
- Views: 4225
Re: allocation/deallocation issues [general C++/vectors]
@LunaRebirth
I think your example will break at check = myVec.size();
@aaammmsterdddam
I think like CuteAlien mentioned.
You can use an object or struct to store your data.
vector is already dynamic array. You don't need to allocate it at the beginning.
Regards
thanh
I think your example will break at check = myVec.size();
@aaammmsterdddam
I think like CuteAlien mentioned.
You can use an object or struct to store your data.
vector is already dynamic array. You don't need to allocate it at the beginning.
Regards
thanh