I didn't think the problem with inheritance was due to it being a DLL.
Maybe that's something I did not know about though. I can derive classes
from Microsoft MFC and they're DLL based I thought.
I believe the problem is a design choice made for Irrlicht.
Irrlicht hides the classes used internal ...
Search found 24 matches
- Mon Oct 25, 2004 1:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Niko: event driven or animators?
- Replies: 3
- Views: 904
- Fri Oct 08, 2004 8:50 pm
- Forum: Advanced Help
- Topic: deriving new node classes possible?
- Replies: 1
- Views: 456
deriving new node classes possible?
I'd like to extend the functionality of a node. For example, I'd like
to add the ability to draw some text under a billboard node. The way
I'd usually do this is to derive a class from the IBillboardSceneNode class
and create a render() method. I'd call IBillboardSceneNode::render()
to draw the ...
to add the ability to draw some text under a billboard node. The way
I'd usually do this is to derive a class from the IBillboardSceneNode class
and create a render() method. I'd call IBillboardSceneNode::render()
to draw the ...
- Fri Oct 08, 2004 8:47 pm
- Forum: Advanced Help
- Topic: how to modify textures?
- Replies: 4
- Views: 808
- Fri Oct 08, 2004 8:07 pm
- Forum: Advanced Help
- Topic: how to draw 2d images to screen with opengl in c++
- Replies: 3
- Views: 988
- Tue Oct 05, 2004 4:26 pm
- Forum: Beginners Help
- Topic: Some ?s
- Replies: 6
- Views: 634
- Fri Oct 01, 2004 9:08 pm
- Forum: Beginners Help
- Topic: A Collision Detection Question
- Replies: 2
- Views: 501
- Fri Oct 01, 2004 8:44 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Random numbers not so random?
- Replies: 5
- Views: 992
- Fri Oct 01, 2004 2:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Niko: event driven or animators?
- Replies: 3
- Views: 904
Niko: event driven or animators?
Hey Niko,
Will IrrLicht, when it's finished, be event driven or will we write animator
classes for everything? I notice there are no Collision or Deletion events,
and the FPS camera uses a custom animator.
If we're going to write custom classes it would be nice to be able
to derive from nodes. The ...
Will IrrLicht, when it's finished, be event driven or will we write animator
classes for everything? I notice there are no Collision or Deletion events,
and the FPS camera uses a custom animator.
If we're going to write custom classes it would be nice to be able
to derive from nodes. The ...
- Fri Oct 01, 2004 2:23 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Random numbers not so random?
- Replies: 5
- Views: 992
plant the seeds baby
rand() doesn't generate random numbers. No computer code really
does, except for some that sample the audio noise from your sound
card for it. They're all 'psuedo random numbers' which look sort of
random but aren't completely. They will return the same series
of numbers when they use the same seed ...
does, except for some that sample the audio noise from your sound
card for it. They're all 'psuedo random numbers' which look sort of
random but aren't completely. They will return the same series
of numbers when they use the same seed ...
- Wed Sep 29, 2004 5:58 pm
- Forum: Beginners Help
- Topic: How to debug in visual c++ ide?
- Replies: 0
- Views: 248
How to debug in visual c++ ide?
Anyone have a good setup for debugging in Visual C++ 6?
When I start the target program it puts the screen in full screen mode.
If I set breakpoints they stop but the screen is still in graphics
mode and debugger won't display in that mode...
I've got a two monitor setup at home, perhaps I can run ...
When I start the target program it puts the screen in full screen mode.
If I set breakpoints they stop but the screen is still in graphics
mode and debugger won't display in that mode...
I've got a two monitor setup at home, perhaps I can run ...
- Tue Sep 28, 2004 8:07 pm
- Forum: Bug reports
- Topic: code typo
- Replies: 5
- Views: 1389
- Tue Sep 28, 2004 6:54 pm
- Forum: Advanced Help
- Topic: Can you get the mesh from the scene node?
- Replies: 2
- Views: 639
- Tue Sep 28, 2004 6:02 pm
- Forum: Advanced Help
- Topic: Can you get the mesh from the scene node?
- Replies: 2
- Views: 639
Can you get the mesh from the scene node?
Good afternoon all:
I've loaded a mesh and animated it by applying rotations to the scene
node:
IAnimatedMeshSceneNode* node; // animated mesh
node->setRotation(r); //rotate node
I can get to the original unrotated IMesh with:
IAnimatedMesh* mesh;
mesh->getMesh( node->getFrameNr() )
Any way ...
I've loaded a mesh and animated it by applying rotations to the scene
node:
IAnimatedMeshSceneNode* node; // animated mesh
node->setRotation(r); //rotate node
I can get to the original unrotated IMesh with:
IAnimatedMesh* mesh;
mesh->getMesh( node->getFrameNr() )
Any way ...
- Tue Sep 28, 2004 5:46 pm
- Forum: Advanced Help
- Topic: Looking for Information about low level mesh access
- Replies: 3
- Views: 601
finding the poly facing the camera
I looked through the code to calculate the number of polys in a mesh
and that gave me what I needed to iterate through the polys and find
the one most nearly facing the camera. Here's what I came up with:
vector3df Roller::FindNearestPoly( scene::IMesh* mesh )
{
vector3df vR;
if ( mesh ...
and that gave me what I needed to iterate through the polys and find
the one most nearly facing the camera. Here's what I came up with:
vector3df Roller::FindNearestPoly( scene::IMesh* mesh )
{
vector3df vR;
if ( mesh ...
- Mon Sep 27, 2004 8:31 pm
- Forum: Bug reports
- Topic: code typo
- Replies: 5
- Views: 1389