Search found 61 matches

by William Finlayson
Thu Aug 25, 2005 12:25 am
Forum: Open Discussion and Dev Announcements
Topic: IRRLICHT 0.12 IS OUT!! HELL YEAH
Replies: 28
Views: 1985

[edit: oops, beaten by AlexL :)] I've been scratching my head about that Linux error, I still couldn't say why exactly it happens, but just adding #define glXGetProcAddress glXGetProcAddressARB somewhere suitable (linux defines) is a work-around if you get this error. I'm not sure, but it might be ...
by William Finlayson
Thu Aug 25, 2005 12:08 am
Forum: Beginners Help
Topic: New here: Isometric Games?
Replies: 8
Views: 986

I've done some 2D work with Irrlicht. It's a great place to start, but if you are doing a purely 2D game, it might be worth finding an engine written specifically for the purpose (there are plenty). However, if you plan to extend into 3D rendering, then stick with Irrlicht, it won't let you down. I ...
by William Finlayson
Wed Aug 24, 2005 5:20 pm
Forum: Beginners Help
Topic: Could not drawn triangles...
Replies: 1
Views: 151

Basically your model has too many vertices for Irrlicht to handle. You either have to wait until Irrlicht gets 32bit indices, or trim your model down. Unfortunately, theres not much else to do. If I remember right, nx++ added support for 32bit indices, so perhaps you could try porting that back to I...
by William Finlayson
Wed Aug 24, 2005 4:19 pm
Forum: Beginners Help
Topic: ugly skybox problem*solved*
Replies: 6
Views: 321

I get image problems like that when my desktop colour depth is set to 16bpp, I havn't really looked into it though, so I can't tell you the whys. I'll have to try it with different image formats to try and see if the problem is with the image loaders themselves, or it could possibly be a problem wit...
by William Finlayson
Mon Aug 22, 2005 3:42 pm
Forum: Open Discussion and Dev Announcements
Topic: Suggestions for rendering hundreds of cubes more efficiently
Replies: 11
Views: 1265

It's not really no, but it is improving all the time as Niko seems pretty receptive to contributions to the OpenGL device. If you have any ideas of how to improve the speed then grab the source and start playing :D Render-to-texture and GLSL should hopefully already be in the next release, but if yo...
by William Finlayson
Fri Aug 19, 2005 3:35 pm
Forum: Beginners Help
Topic: Handle multiple inputs at the same time?
Replies: 5
Views: 417

How about saving the key states between events as booleans //(somewhere outside of event handler) bool leftPressed=false, upPressed=false; //as many as you have actions //(event handler) if(keyPress==LEFT) { leftPressed = event->KeyInput.PressedDown; } else if(keyPress==UP) { upPressed = event->KeyI...
by William Finlayson
Sun Aug 14, 2005 11:39 pm
Forum: Beginners Help
Topic: MoveCamera with Key_Key_W with Very Little Code,Possible?
Replies: 3
Views: 271

Change scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f); to camera = smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f); You were creating the camera with local scope rather than refering to your previously defined pointer, so the camera variable that the event receiver was...
by William Finlayson
Sun Aug 14, 2005 11:32 pm
Forum: Advanced Help
Topic: multiple scenemanagers
Replies: 10
Views: 702

You would use the same scene manager for both scenes: smgr = device->getSceneManger(); but have your two 'scenes' attached to it: ISceneNode scene1 = smgr->addEmptySceneNode(); ISceneNode scene2 = smgr->addEmptySceneNode(); And then instead of creating your scene nodes with parent 0, pass them scene...
by William Finlayson
Sun Aug 14, 2005 1:55 am
Forum: Advanced Help
Topic: multiple scenemanagers
Replies: 10
Views: 702

You could try using 2 dummy scene nodes, and use them as the root for your two scenes, simply hide one while displaying the other. I don't think that that would cause any complications, but perhaps someone whose tried something similar could confirm this?
by William Finlayson
Wed Aug 10, 2005 9:19 pm
Forum: Bug reports
Topic: FileDialog Not Working Under Linux
Replies: 8
Views: 1073

Glad I could be some help :) I like the tweaks you made, they make it more conventional. I have an additional change though, under linux you can't guarantee that . and .. will be the last two entries on the list, as it is simply sorted alphabetically, and other files can start with "." as ...
by William Finlayson
Tue Aug 09, 2005 10:28 pm
Forum: Bug reports
Topic: FileDialog Not Working Under Linux
Replies: 8
Views: 1073

I just tried it out on Ubuntu and was surprised that I hadn't spotted this before, I get the exact same problem. I managed to fix it but it would be nice to know if it also works on your system. All of the changes are in CFileList.cpp. Near the top in the LINUX includes, add: #include <sys/types.h> ...
by William Finlayson
Tue Aug 09, 2005 9:42 pm
Forum: Beginners Help
Topic: IRRLICHT and Java
Replies: 4
Views: 301

Yes - yes you can. Check out Jirr or Bindenlicht. I'm working towards another release of Bindenlicht soon, so don't be too put off by the lack of apparent progress, it is still alive :)
by William Finlayson
Tue Aug 09, 2005 2:21 pm
Forum: Advanced Help
Topic: mouse movment
Replies: 7
Views: 1326

I think what you are after is the relative mouse movement. I'm assuming you know how to obtain the x and y coordinates when the mouse has moved, if so, then simply store the previous x and y, and subtract that from the new x and y to get the amount the mouse has moved since the last event. From the ...
by William Finlayson
Tue May 03, 2005 12:11 pm
Forum: Beginners Help
Topic: Bounce sample (Irrlicht + ODE) not bouncing at all
Replies: 2
Views: 286

I haven't looked at it, but from my own experience with ODE, trimesh physics responses are done differently to primatives. If the boxes are colliding wth primatives then it should work fine and your problem is something else, but if they are meant to be bouncing off of a trimesh terrain or any other...
by William Finlayson
Mon Apr 25, 2005 8:40 am
Forum: Beginners Help
Topic: Mixing terrain-nodes impossible!
Replies: 12
Views: 773

I have seen this problem before and the fix was to simply use a 24/32 bit z-buffer rather than a 16 bit one. I don't know how you can force z-buffer size in Irrlicht, you may have to dive into the engine code and tweak it.