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 ...
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: 757
- Tue Mar 27, 2007 11:27 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
- Tue Mar 27, 2007 11:22 am
- Forum: Advanced Help
- Topic: Self-removing animator II
- Replies: 8
- Views: 1496
- Mon Mar 26, 2007 12:14 pm
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
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: 1496
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 ...
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 ...
- Mon Mar 26, 2007 10:02 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
- Wed Feb 07, 2007 8:25 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
- Tue Feb 06, 2007 9:56 am
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
- Mon Feb 05, 2007 1:46 pm
- Forum: Advanced Help
- Topic: Self-removing animator
- Replies: 10
- Views: 2859
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 ...
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 ...
- Sun Jan 28, 2007 3:24 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 892
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 ...
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 ...
- Sun Jan 28, 2007 2:05 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 892
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 ...
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 ...
- Sun Jan 28, 2007 12:31 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 892
- Sat Jan 27, 2007 10:41 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 892
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 ...
I would step through the irrlicht code but gdb ...
- Sat Jan 27, 2007 3:19 pm
- Forum: Advanced Help
- Topic: setLoopMode() crashes my app
- Replies: 8
- Views: 892
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 ...
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 ...
- Fri Jan 05, 2007 8:32 pm
- Forum: Beginners Help
- Topic: IListBox selection behaviour
- Replies: 3
- Views: 506