Search found 28 matches
- Fri Apr 23, 2010 3:30 pm
- Forum: Beginners Help
- Topic: Compile Irrlicht on a Mac (without XCode)
- Replies: 0
- Views: 544
Compile Irrlicht on a Mac (without XCode)
Hi there, Id like to package Irrlicht for MacPorts. MacPorts is a package manager for Mac, similar to dep/rpm packages for linux. In contrast to deb/rpm it doesent distribute pre-compiled software, but source code. The MacPort software fetches the files, applies patches, compiles everything and puts...
- Tue Mar 27, 2007 11:27 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
- Tue Mar 27, 2007 11:22 am
- Forum: Advanced Help
- Topic: Self-removing animator II
- Replies: 8
- Views: 1149
Hmm sorry for my ignorance, but I still dont get it. If there was one animator, and it called removeAnimator() on itself, the iterator ait would be incremented past the end. Suppose we have only one iterator in the list. If this animator removes itself core::list<ISceneNodeAnimator*>::Iterator ait =...
- Mon Mar 26, 2007 12:14 pm
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
hmm I just realized that in IUnknown.h you'll find this:
Im my theory, as stated above, this should be dangerous. It seems my theory is wrong.
Code: Select all
if (!ReferenceCounter)
{
delete this;
return true;
}
- Mon Mar 26, 2007 10:04 am
- Forum: Advanced Help
- Topic: Self-removing animator II
- Replies: 8
- Views: 1149
Self-removing animator II
Hi there, This is not really a request for help, because I solved the issue already. I just would like to get some comments in order to find out whether my solution is a good one. The Task: Im currently programming a CnC-like RTS game. I needed an animator that followed some waypoints on a virtual t...
- Mon Mar 26, 2007 10:02 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
Ok I have to add sth here, in case someone tries sth simmilar. vitek pointed out that... void MySceneNodeAnimator::animateNode(ISceneNode* node, u32 timeMs) { //... if (m_finished) { node->removeAnimator(this); m_finished = false; // very bad!!! } } but to be really precise it should be void MyScene...
- Wed Feb 07, 2007 8:25 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
- Tue Feb 06, 2007 9:56 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
Ok after looking at IUnknown, I think I do understand a bit more. But... You should only call drop() if you have called grab() or were given a pointer via the create method. I think I should also call drop if I created the object myself via the new operator. True? And what exactly is the benefit of ...
- Mon Feb 05, 2007 1:46 pm
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 1782
Self-removing animator
Hi guys, I wrote a custom animator which should remove itself after it is done. For this purpose I store a reference to the scene node to which the animator is attached in the animator. My animateNode() looks like this if( m_finished ) { mp_sceneNode->removeAnimator( this ); delete this; } But in th...
- Sun Jan 28, 2007 3:24 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 547
PS: I am confused you say the callback only works when the loop mode is set to false but so far it only crashes when you set it to false? Yep thats right. The callback works, but in the next render loop somwhere in CAnimatedMeshSeceneNode->render() the app crashs if setLoopMode is set to false. I'l...
- Sun Jan 28, 2007 2:05 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 547
Isnt setLoopMode for actual animated meshes?! I think you are right, but it doesent really matter in my case. I only call setLoopMode( false ) because if I would'nt, the OnAnimationEnd() callback won't be triggered. And the OnAnimationEnd() callback does work, it gets called after my animator is do...
- Sun Jan 28, 2007 12:31 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 547
My meshes are OBJ files. I experimented a lot with diferent formats and obj was pretty much the only one that worked. I only animate them within irrlicht (e.g. move the whole object form one point to another. I already thought about coding my own animator but I always try to make as much use of Irrl...
- Sat Jan 27, 2007 10:41 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 547
No the pointer is valid. I tried what you told me. It's in fact not the setLoopMode() method where the app crashs, but the next CAnimatedMeshSceneNode->render() call in the next render loop. If I omit setLoopMode() the app doesent crash at that point. I would step through the irrlicht code but gdb d...
- Sat Jan 27, 2007 3:19 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 547
setLoopMode() crashes my app
Hi there, I use static meshes and animate them with flyStraightAnimators. I'd like to create a new animator whenever the last animation is finished. I thought the OnAnimationEnd callback would be a good solution for that. The callback stuff seems to work but as soon as I call setLoopMode( false ), t...
- Fri Jan 05, 2007 8:32 pm
- Forum: Beginners Help
- Topic: IListBox selection behaviour
- Replies: 3
- Views: 342