Billboards are upside down

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ziggy
Posts: 1
Joined: Tue Oct 04, 2005 8:25 am

Billboards are upside down

Post by ziggy »

Hey all,

I am creating my first project with IrrLicht. I am quite pleased with it. But it seems I found a bug: Billboards are drawn upside down!


To reproduce:
In the special effects example, a billboards is attached to the light. When I mark the upper part of the image of the billboard with some color, it appears on the bottomside in the example.

Is this a know problem or feature?
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
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Post by niko »

Yep, it's known. I'm going to correct the problem for the next release.
Guest

Post by Guest »

Niko - I know you really don't like making promises (that may cause you headaches) but have you got a rough estimate of the next release, because I am planning a game release of my own within the next month (6 weeks max) and would LOVE to have the new version in case it has sorted a lot of little problems I have. My3d from archives is one as you know (I hope beyond all hope you have been able to fix this, it is far more important to me than you realise), alt/tab problems on OGL (back buffer seems to stay displayed on desktop), aniso filtering (this isn't that important as I have my own solution in D3D working but it may not be as robust as your code).. well many small bits that I am sure you have worked on.

Maybe a sub-release 0.12.1 or something if you have any of those issues fixed and the 13 version will be more than a month or so.

Thanks again for the great work.
DexteR_

Post by DexteR_ »

You may just edit CbillboardSceneNode.CPP and recompile it.
under constructor place this, works fine with me. since im
using billboard for my main character.


// ORIGINAL
//
//vertices[0].TCoords.set(0.0f, 0.0f);
//vertices[0].Color = 0xffffffff;

//vertices[1].TCoords.set(0.0f, 1.0f);
//vertices[1].Color = 0xffffffff;

//vertices[2].TCoords.set(1.0f, 1.0f);
//vertices[2].Color = 0xffffffff;

//vertices[3].TCoords.set(1.0f, 0.0f);
//vertices[3].Color = 0xffffffff;



// PATCH
//
vertices[2].TCoords.set(0.0f, 0.0f);
vertices[2].Color = 0xffffffff;
vertices[3].TCoords.set(0.0f, 1.0f);
vertices[3].Color = 0xffffffff;
vertices[0].TCoords.set(1.0f, 1.0f);
vertices[0].Color = 0xffffffff;
vertices[1].TCoords.set(1.0f, 0.0f);
vertices[1].Color = 0xffffffff;
MattyBoy
Posts: 19
Joined: Fri Oct 24, 2003 3:07 pm

Post by MattyBoy »

That fix does not help with this problem. It has to do ONLY when it is part of a particle system or has a parent which is rotated. The particles get the transform of the parent and the billboard gets rotated. (Or something like that!!)

The problem is, I just can't seem to fix it!!


Please Help!!
Guest

Post by Guest »

CuteAlien directed me to

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5605

I am looking into to see if it fixes my problem. More info coming.
MattyBoy
Posts: 19
Joined: Fri Oct 24, 2003 3:07 pm

[SOLVED] Upside down particles

Post by MattyBoy »

The previous link does fix some things. The emitter than emits based on the rotation of the parent, correctly. But the textures are still upside down.

HOW TO FIX UPSIDE DOWN Particles.

IN void CParticleSystemSceneNode::reallocateBuffers()

replace

Vertices[0+i].TCoords.set(0.0f, 0.0f);
Vertices[1+i].TCoords.set(0.0f, 1.0f);
Vertices[2+i].TCoords.set(1.0f, 1.0f);
Vertices[3+i].TCoords.set(1.0f, 0.0f);

with

Vertices[0+i].TCoords.set(1.0f, 1.0f);
Vertices[1+i].TCoords.set(1.0f, 0.0f);
Vertices[2+i].TCoords.set(0.0f, 0.0f);
Vertices[3+i].TCoords.set(0.0f, 1.0f);
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