Search found 28 matches

by binford
Fri Apr 23, 2010 3:30 pm
Forum: Beginners Help
Topic: Compile Irrlicht on a Mac (without XCode)
Replies: 0
Views: 536

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...
by binford
Tue Mar 27, 2007 11:27 am
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

Okay I think I got it now. Thx!
by binford
Tue Mar 27, 2007 11:22 am
Forum: Advanced Help
Topic: Self-removing animator II
Replies: 8
Views: 1134

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 =...
by binford
Mon Mar 26, 2007 12:14 pm
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

hmm I just realized that in IUnknown.h you'll find this:

Code: Select all

if (!ReferenceCounter)
			{
				delete this;
				return true;
			}
Im my theory, as stated above, this should be dangerous. It seems my theory is wrong.
by binford
Mon Mar 26, 2007 10:04 am
Forum: Advanced Help
Topic: Self-removing animator II
Replies: 8
Views: 1134

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...
by binford
Mon Mar 26, 2007 10:02 am
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

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...
by binford
Wed Feb 07, 2007 8:25 am
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

Ok thanks vitek, things are clear now.

Conclusion:
My fault was to use the delete operator on an Object which is derived from IUnkown. Those Objects are deleted automatically when there refenrece counter is set to 0. This is true as soon as you have one drop() call more than grab() calls.
by binford
Tue Feb 06, 2007 9:56 am
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

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 ...
by binford
Mon Feb 05, 2007 1:46 pm
Forum: Advanced Help
Topic: Self-removing animator
Replies: 10
Views: 1770

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...
by binford
Sun Jan 28, 2007 3:24 pm
Forum: Advanced Help
Topic: setLoopMode() crashes my app
Replies: 8
Views: 538

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...
by binford
Sun Jan 28, 2007 2:05 pm
Forum: Advanced Help
Topic: setLoopMode() crashes my app
Replies: 8
Views: 538

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...
by binford
Sun Jan 28, 2007 12:31 pm
Forum: Advanced Help
Topic: setLoopMode() crashes my app
Replies: 8
Views: 538

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...
by binford
Sat Jan 27, 2007 10:41 pm
Forum: Advanced Help
Topic: setLoopMode() crashes my app
Replies: 8
Views: 538

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...
by binford
Sat Jan 27, 2007 3:19 pm
Forum: Advanced Help
Topic: setLoopMode() crashes my app
Replies: 8
Views: 538

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...
by binford
Fri Jan 05, 2007 8:32 pm
Forum: Beginners Help
Topic: IListBox selection behaviour
Replies: 3
Views: 340

ok it didnt work cause I forgot to return false in my event listener, so the mouse events were captured preventing the list box to work. Thx guys.

Janosch