- I found no suitable dummy note (and corresponding add... method in the scene manager) that represents ONLY a node in the scenegraph (no more, no less) - I needed a hierarchy like this:
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root |- "empty" node here | +- meshnode | +- meshnode |
- Make CAnimatedMeshSceneNode::getFrameNr public - I need to read the frame nr. to trigger events
- Insert a flag to enable both looping and non-looping animations
- Linear interpolate frames also when MD2 animation is changed
- Light suddenly disappears when I move a node through a scene (DX8 device)
- Don't have shadows with GL device where I have some with DX device
- Fix these OpenGL/DirectX differences, please
- Make the terrain look like this: http://www.imonk.com/baboon/trees/PLATE3B.JPG
- Fix this typo in getRayFromScreenCoordiantes - I spent an hour searching for this one
Irrlicht suggestions
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Irrlicht suggestions
Some comments/suggestions/bugreports for the next release of Irrlicht:
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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Just two more:
- Keep the .3DS hierarchy when loading a file - e.g. if I have a .3DS tank model with turret and chassis in seperate objects within the .3DS file, I would like to load them as seperate child scenenodes of the same parent node.
- Allow names for scenenodes (e.g. auto-created ones like "Root.MeshFileName.SubObject1.SubObject5") - I somehow don't like pointer-comparison to identify objects (e.g. when working with getSceneNodeFromCameraBB).
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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And another one.
- I recognized that there is a shadow problem with the DX device. The dark pixels encircled in this image are a small version of the shadow of the small model.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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Niko, I missed the most important thing:
- Keep up the good work!
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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- Make the os namespace available for Irrlicht users (or is it? Did I miss something?)
- Fix FPS cameras setTarget method
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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Yes, it was the timer I was searching for, so forget the os namespace issue.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
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Not really, since there are a massive amount of map makers and editors out there and Irrlicht supports the loading of them, why use soooooooo much time making a "level" editor that only people making games that use "levels" will use?It would be awsome if Irrlicht had its own Map Editor and Map Format...
As for game mapping (placing items and such), there is the Extenic project though that will have this as it is a game engine framework that uses irrlicht.
Crud, how do I do this again?
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I've tried using MilkShape, but I cant get the textures to load if it has multiple texture files. (not unless im just doing something wrong...) It'll load but one texture is used on everything.saigumi wrote:Seem to be more than enough posts about them
GTKRadiant
Quake Pocket Knife
Milkshape
3D Sudio
....
You should read this thread here:
http://irrlicht.sourceforge.net/phpBB2/ ... exture#682
Quotes:
http://irrlicht.sourceforge.net/phpBB2/ ... exture#682
Quotes:
In Irrlicht there is no support yet for materials and groups
I 've got a solution :
I create 2 meshs (body.sm3d, head.sm3d ), i apply a texture for each mesh.
and i attach them with this tips :
http://irrlicht.sourceforge.net/docu/cl ... de.html#a6
Another typo
should be getBuiltInFont(); (built-in, not build-in )
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device->getGUIEnvironment()->getBuildInFont();