Search found 2600 matches

by hendu
Fri Dec 09, 2016 11:25 am
Forum: Beginners Help
Topic: [fixed]Strange circle with billboard and ortho camera
Replies: 24
Views: 7071

Re: Strange circle with billboard and ortho camera.

If you have a wrapper, surely you can multiply the Z value there? The internal Z value can be the layer times 20.
by hendu
Mon Dec 05, 2016 4:05 pm
Forum: Beginners Help
Topic: Coordinates of the vertices in the world coordinate system
Replies: 10
Views: 696

Re: Coordinates of the vertices in the world coordinate syst

The fastest way would be to transform the object's bounding box, and then use that, either as a box or as a sphere.
by hendu
Fri Dec 02, 2016 9:58 am
Forum: Open Discussion and Dev Announcements
Topic: New method proposal: ISceneNode::getScreenSpace()
Replies: 21
Views: 4264

Re: New method proposal: ISceneNode::getScreenSpace()

It is a matrix multiply per node, and not needed in many applications, so it should be calculated on-demand rather than automatically. Good idea otherwise.
by hendu
Fri Nov 18, 2016 10:47 am
Forum: Everything 2d/3d Graphics
Topic: Ancient Realtime Renders
Replies: 76
Views: 17005

Re: Ancient Realtime Renders

You can include more than one image in one post...
by hendu
Sat Nov 12, 2016 10:06 am
Forum: Beginners Help
Topic: getOpenFileName image find
Replies: 14
Views: 878

Re: getOpenFileName image find

You still used a local variable.
by hendu
Thu Nov 10, 2016 10:53 am
Forum: Beginners Help
Topic: getOpenFileName image find
Replies: 14
Views: 878

Re: getOpenFileName image find

Your returned pointer is invalid. The object disappears when the function returns.
by hendu
Mon Oct 24, 2016 2:24 pm
Forum: Beginners Help
Topic: Control scale and rotation when set parent node.
Replies: 3
Views: 421

Re: Control scale and rotation when set parent node.

You only scale in the Z direction. You may want to scale in XZ or all three.
by hendu
Wed Oct 19, 2016 9:07 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 359153

Re: Post Your Irrlicht Screenshots / Render Here.

Or a hint of Eva.
by hendu
Tue Oct 18, 2016 9:07 am
Forum: Beginners Help
Topic: [fixed] Texture offset - bleeding texture atlas
Replies: 3
Views: 1057

Re: Texture offset using a sprite sheet - bleeding texture a

To use nearest interpolation in irr, disable anisotropic, trilinear, and bilinear in the material.
by hendu
Mon Oct 17, 2016 11:00 am
Forum: Beginners Help
Topic: C Bindings for Irrlicht. Advice needed.
Replies: 1
Views: 296

Re: C Bindings for Irrlicht. Advice needed.

Typedef a void pointer, or use a struct.
by hendu
Sat Oct 15, 2016 3:51 pm
Forum: Beginners Help
Topic: Do we have Irrlicht 1.9 on GitHub?
Replies: 3
Views: 795

Re: Do we have Irrlicht 1.9 on GitHub?

Install git-svn, or whatever it's called, then you can use git commands.
by hendu
Sat Oct 15, 2016 10:13 am
Forum: Beginners Help
Topic: [fixed] Texture offset - bleeding texture atlas
Replies: 3
Views: 1057

Re: Texture offset using a sprite sheet

Bleed is a known issue with texture atlases, usually hit when using mipmaps, but also possible due to floating point inaccuracies with mipmaps disabled. In short: if your hw supports texture arrays, use them instead. If you need texture atlases, in your 2d case you should disable mipmaps and set the...
by hendu
Fri Oct 07, 2016 9:31 am
Forum: Advanced Help
Topic: Terrain highlight - under mouse cursor
Replies: 5
Views: 1560

Re: Terrain highlight - under mouse cursor

Your picture had no hills. With rugged terrain, you should use a shader.
by hendu
Thu Oct 06, 2016 6:46 pm
Forum: Advanced Help
Topic: Terrain highlight - under mouse cursor
Replies: 5
Views: 1560

Re: Terrain highlight - under mouse cursor

If your ground is flat, the easiest way is to place a quad at 0.01 y, textured with that circle.
by hendu
Tue Oct 04, 2016 5:53 pm
Forum: Advanced Help
Topic: Huge terrain / landspace render
Replies: 2
Views: 722

Re: Huge terrain / landspace render

Check Wikipedia:
https://en.wikipedia.org/wiki/List_of_A ... .29_Series

The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.