Hi, Dragonazul,
Where did you create the media directory? It should be under root.
Where is the exe file? Is it under \Program Files\HelloWorld\ ?
I've tried on the emulator with a setting of RAM 96M. It works. I don't
have a real device and can't test on it. If the device has less memory,
one ...
Search found 29 matches
- Sun Oct 07, 2007 4:23 pm
- Forum: Advanced Help
- Topic: Problem with Mirrlicht on PocketPC
- Replies: 4
- Views: 777
- Sat Jan 13, 2007 3:39 pm
- Forum: Advanced Help
- Topic: core::string constructor
- Replies: 2
- Views: 485
- Sat Jan 06, 2007 2:43 pm
- Forum: Advanced Help
- Topic: core::string constructor
- Replies: 2
- Views: 485
core::string constructor
I have a question about the core::string constructor that takes a number argument.
The core::string is a template class. It can takes a c8 or wchar_t as template argument. However, the constructor that takes a number argument [e.g. string(int number) ] only considers c8 characters.
If I need to ...
The core::string is a template class. It can takes a c8 or wchar_t as template argument. However, the constructor that takes a number argument [e.g. string(int number) ] only considers c8 characters.
If I need to ...
- Sat Dec 23, 2006 9:10 pm
- Forum: Project Announcements
- Topic: mirrlicht - porting irrlicht to mobile platforms.
- Replies: 30
- Views: 4933
- Thu Dec 07, 2006 8:44 pm
- Forum: Project Announcements
- Topic: mirrlicht - porting irrlicht to mobile platforms.
- Replies: 30
- Views: 4933
Hi, zenoid
Now the WinCE porting runs on Pocket PC emulator. Probably you can give it a try on your PDA.
http://graphicsmakesfun.blogspot.com/20 ... lator.html
Now the WinCE porting runs on Pocket PC emulator. Probably you can give it a try on your PDA.
http://graphicsmakesfun.blogspot.com/20 ... lator.html
- Wed Nov 29, 2006 3:59 pm
- Forum: Project Announcements
- Topic: mirrlicht - porting irrlicht to mobile platforms.
- Replies: 30
- Views: 4933
- Mon Nov 27, 2006 7:39 pm
- Forum: Project Announcements
- Topic: mirrlicht - porting irrlicht to mobile platforms.
- Replies: 30
- Views: 4933
Currently, I've only tested on the emulator for Symbian S60 platform. N93, the comming N95 as well as some high-end phones from Sony Ericsson will have hardware support for OpenGL ES 1.1.
For WinCE, there should no big obstacles. I'm only working on this on a separate svn branch.
The source is MIT ...
For WinCE, there should no big obstacles. I'm only working on this on a separate svn branch.
The source is MIT ...
- Mon Nov 27, 2006 10:00 am
- Forum: Project Announcements
- Topic: mirrlicht - porting irrlicht to mobile platforms.
- Replies: 30
- Views: 4933
- Thu Nov 23, 2006 7:27 pm
- Forum: Beginners Help
- Topic: Trivial question - How to properly quit an demo
- Replies: 4
- Views: 317
- Thu Nov 23, 2006 6:42 pm
- Forum: Beginners Help
- Topic: Trivial question - How to properly quit an demo
- Replies: 4
- Views: 317
Trivial question - How to properly quit an demo
(on windows platform)
Since my cursor is hidden and captured by the rendering window, I can't quit the demo directly. Neither "ESC" nor "q" works.
I have to use "ATL+Tab" to switch to the dos windows and close it.
Is there anything that I'm missing? Or the demo is designed purposely to be so?
Since my cursor is hidden and captured by the rendering window, I can't quit the demo directly. Neither "ESC" nor "q" works.
I have to use "ATL+Tab" to switch to the dos windows and close it.
Is there anything that I'm missing? Or the demo is designed purposely to be so?
- Wed Nov 22, 2006 8:21 am
- Forum: Bug reports
- Topic: bug in drawStencilShadowVolume
- Replies: 3
- Views: 1233
- Tue Nov 21, 2006 9:42 pm
- Forum: Advanced Help
- Topic: Calculate UV at intersectionpoint
- Replies: 8
- Views: 746
- Tue Nov 21, 2006 8:56 pm
- Forum: Advanced Help
- Topic: Calculate UV at intersectionpoint
- Replies: 8
- Views: 746
Actually the direct results from a ray-triangle intersection are the u,v coordinates.
Refer to this algorithm.
http://www.graphics.cornell.edu/pubs/1997/MT97.html
Refer to this algorithm.
http://www.graphics.cornell.edu/pubs/1997/MT97.html
- Tue Nov 21, 2006 7:48 pm
- Forum: Bug reports
- Topic: bug in drawStencilShadowVolume
- Replies: 3
- Views: 1233
bug in drawStencilShadowVolume
glEnable(GL_VERTEX_ARRAY)
....
glDisable(GL_VERTEX_ARRAY)
should be
glEnableClientState(GL_VERTEX_ARRAY)
...
glDisableClientState(GL_VERTEX_ARRAY)
Don't know why the stencil shadow still works. Maybe the driver tolerates such error?
....
glDisable(GL_VERTEX_ARRAY)
should be
glEnableClientState(GL_VERTEX_ARRAY)
...
glDisableClientState(GL_VERTEX_ARRAY)
Don't know why the stencil shadow still works. Maybe the driver tolerates such error?
- Tue Nov 21, 2006 12:54 pm
- Forum: Advanced Help
- Topic: a question about drawStencilShadow in COpenGLDriver.cpp
- Replies: 1
- Views: 379
a question about drawStencilShadow in COpenGLDriver.cpp
I saw in the function drawStencilShadow, a quad like this
-10.1f, 10.1f, 0.90f,
-10.1f,-10.1f,0.90f,
10.1f, 10.1f,0.90f,
10.1f,-10.1f,0.90f,
is drawn. Why this quad is guaranteed to cover the whole screen?
-10.1f, 10.1f, 0.90f,
-10.1f,-10.1f,0.90f,
10.1f, 10.1f,0.90f,
10.1f,-10.1f,0.90f,
is drawn. Why this quad is guaranteed to cover the whole screen?