Your code pretty clearly sets device = 0, then you immediately try using the -> operator on your 0.
You can't do anything with your device pointer until you create the device.
Search found 38 matches
- Fri Jan 09, 2009 8:53 pm
- Forum: Beginners Help
- Topic: Irrlicht + SPE Integration
- Replies: 13
- Views: 1053
- Tue Dec 30, 2008 3:07 pm
- Forum: Beginners Help
- Topic: can Irrlicht run on XP64?
- Replies: 6
- Views: 363
winxp64 can also run 32bit apps so you will be fine using the precompiled dll if your compiler is also creating 32bit code for your program. If you actually want to create a 64bit executable, then yeah, you'd have to recompile irrlicht. I've got a computer with xp64 and i have been compiling irrlich...
- Thu Dec 11, 2008 3:46 pm
- Forum: Beginners Help
- Topic: Highlighting a region of terrain
- Replies: 0
- Views: 336
Highlighting a region of terrain
Does anyone have a suggestion for a way to highlight a region of terrain? By highlight, I mean some method that makes an area of 3d terrain a different color, ideally using some alpha blending to still let some of the original terrain texture show through. The two methods I immediately thought of ar...
- Thu Dec 11, 2008 3:28 pm
- Forum: Beginners Help
- Topic: Implementing a right click menu
- Replies: 1
- Views: 180
Implementing a right click menu
Has anyone implemented a right click menu before? There are a couple of posts here where people are trying to implement right click menus, but are having issues with no response. I think I have it working now, but it seems unintuitive, so I wanted to check if my assumptions are valid. What I tried f...
- Tue Dec 02, 2008 6:49 pm
- Forum: Bug reports
- Topic: Disabled context menu items still spawn submenu
- Replies: 1
- Views: 437
Disabled context menu items still spawn submenu
If you disable a menu item, its submenu still appears when you mouse over the disabled item. I tested this with Irrlicht svn r1900 using the 1.5 branch. You can create the bug by editing the example meshviewer to disable one of the menu items with a submenu. http://filebox.vt.edu/users/abacha/irr/me...
- Mon Nov 17, 2008 10:55 pm
- Forum: Bug reports
- Topic: Suggestion: allow using custom icon for window
- Replies: 5
- Views: 911
It would be nice to have a cleaner way to set the icon. In the meantime, someone posted some code on this forum that I know will work in at least VS8 to set the window icon. HINSTANCE hInstance = (HINSTANCE)GetModuleHandle(NULL); HICON hSmallIcon = (HICON) LoadImage ( hInstance, MAKEINTRESOURCE(IDI_...
- Mon Nov 17, 2008 10:48 pm
- Forum: Bug reports
- Topic: Adding a model breaks lighting in other models using OpenGL
- Replies: 4
- Views: 638
Thanks for checking it out. I also should have clarified, that I don't think the problem was in 1.4.2 or before. The problem is definitely triggered by the tree entering the camera view. If you change the tree's position to treeNode->setPosition(core::vector3df(0,0,-50)); The lighting starts out cor...
- Mon Nov 17, 2008 8:53 pm
- Forum: Bug reports
- Topic: Adding a model breaks lighting in other models using OpenGL
- Replies: 4
- Views: 638
After more testing, I think it is something not being properly set in the opengl driver. If you change the position of the tree to treeNode->setPosition(core::vector3df(10000,0,10000)); the lighting on the other models goes back to normal. Also, I get this behavior using the latest version in svn, a...
- Mon Nov 17, 2008 6:58 pm
- Forum: Bug reports
- Topic: Adding a model breaks lighting in other models using OpenGL
- Replies: 4
- Views: 638
Adding a model breaks lighting in other models using OpenGL
I am having a problem where whenever I add a particular tree model to my scene, all my lighted nodes in the scene no longer display properly. Could they be losing their EMF_NORMALIZE_NORMALS flag setting? This only occurs in OpenGL, and only occurs with the particular model I linked to further down....
- Mon Aug 25, 2008 5:57 pm
- Forum: Bug reports
- Topic: [fixed]IGUIStaticText Background Not Visible
- Replies: 8
- Views: 470
pc0de, you've been posting a lot of great bug reports about very similar problems to what I have been having. Here is a temporary work around to your problem: change your background color lines from: stext->setBackgroundColor(SColor(128,0,255,0)); to stext->setBackgroundColor(SColor(129,0,255,0)); T...
- Wed Jul 30, 2008 8:25 pm
- Forum: Bug reports
- Topic: Inconsistant movespeed in CSceneNodeAnimatorCameraFPS
- Replies: 2
- Views: 410
I found another unrelated bug in the cameraFPS animator. I tried using the setInputReceiverEnabled() function to freeze the camera and allow the user to have cursor control again to click gui elements. However, if setInputReceiverEnabled(false) is called while the mouse is moving, the animators inte...
- Wed Jul 30, 2008 7:47 pm
- Forum: Bug reports
- Topic: Inconsistant movespeed in CSceneNodeAnimatorCameraFPS
- Replies: 2
- Views: 410
Inconsistant movespeed in CSceneNodeAnimatorCameraFPS
In CSceneNodeAnimatorCameraFPS.cpp, setting the move speed by the constructor is inconsistent with the setMoveSpeed function. The setMoveSpeed function is simply "MoveSpeed = speed" however the constructor initializes MoveSpeed by dividing the supplied speed by 1000, "MoveSpeed(moveSp...
- Tue Jul 22, 2008 5:49 pm
- Forum: Beginners Help
- Topic: Textures discolored at edges
- Replies: 16
- Views: 2713
- Mon Jul 21, 2008 10:14 pm
- Forum: Beginners Help
- Topic: Textures discolored at edges
- Replies: 16
- Views: 2713
I was having this exact same problem, and also tried setting the texture clamp with mtl.TextureLayer[0].TextureWrap = video::ETC_CLAMP; However, this only solved my problem when using the D3D renderer. Is this not supported in the openGL renderer? I would like to be able to use the same code under l...
- Mon Feb 25, 2008 4:05 pm
- Forum: Beginners Help
- Topic: EDT_DIRECTIONAL
- Replies: 6
- Views: 580
Please read the API for 1.4. It says that you are not supposed to change the position and direction of the SLight structure anymore. You have to position and rotate the LightSceneNode to do this! So since directional light does not care for positions you simply rotate the node such that the positiv...