Search found 167 matches
- Sun Sep 22, 2013 7:56 am
- Forum: Open Discussion and Dev Announcements
- Topic: Thanks for Irrlicht
- Replies: 3
- Views: 1356
Re: Thanks for Irrlicht
I agree, too. I'm using irrlicht for years now and it has been a pleasure to use it in my hobby projects! A big "Thank you" to the team from me, too!
- Sat Sep 21, 2013 4:03 pm
- Forum: Beginners Help
- Topic: std::bad_alloc with mingw under windows 7
- Replies: 4
- Views: 712
Re: std::bad_alloc with mingw under windows 7
OK, i will try to gather more information about the problem. Maybe i can isolate it, as you said, and find a solution.
Thanks for the very fast help!
Andreas
Thanks for the very fast help!
Andreas
- Sat Sep 21, 2013 1:09 pm
- Forum: Beginners Help
- Topic: std::bad_alloc with mingw under windows 7
- Replies: 4
- Views: 712
Re: std::bad_alloc with mingw under windows 7
I can start debugging and even do the first move in the game, but then the following code from irrAllocator.h throws the exception: virtual void* internal_new(size_t cnt) { return operator new(cnt); } The code is called from my game: map<EPLAYER_ID, array<SUnit> >::Node *node =...
- Sat Sep 21, 2013 11:00 am
- Forum: Beginners Help
- Topic: std::bad_alloc with mingw under windows 7
- Replies: 4
- Views: 712
std::bad_alloc with mingw under windows 7
Hi all, currently i can't debug my game with (mingw) gdb under windows7 because i always get the following error: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. terminate called after throwing an ins...
- Mon Aug 12, 2013 10:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: Improved font rendering system.
- Replies: 33
- Views: 9753
Re: Improved font rendering system.
Hi Nadro, I have plans to implement those improvements Those improvements (+optionally improvements suggested/added by community) will be available in v1.9. That sounds great! :D I don't know if this is technically possible, or even in the engine already, but i would like to see an API to change the...
- Sat Aug 03, 2013 1:19 pm
- Forum: Beginners Help
- Topic: Blender UV maps, textures and irrlicht materials
- Replies: 8
- Views: 1747
Re: Blender UV maps, textures and irrlicht materials
I think i found the solution! Simply seperate the object into different mesh buffers again after lightmap generation. So each mesh buffer has two UV maps, one for the color texture and one for the generated lightmap texture. Then in irrlicht set the material of each mesh buffer to EMT_LIGHTMAP and a...
- Sat Aug 03, 2013 8:45 am
- Forum: Beginners Help
- Topic: Blender UV maps, textures and irrlicht materials
- Replies: 8
- Views: 1747
Re: Blender UV maps, textures and irrlicht materials
Hi again, so i tested and learned some more about mesh buffers, UV maps and lightmap baking. But there is still something i hope someone can help me with. :) My problem is similar to the discussion in this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=18&t=48112&p=277233&...
- Tue Jul 30, 2013 6:08 pm
- Forum: Beginners Help
- Topic: Blender UV maps, textures and irrlicht materials
- Replies: 8
- Views: 1747
Re: Blender UV maps, textures and irrlicht materials
Hi,
i guess it's time for me to read more about mesh buffers and lightmap usage in irrlicht and experiment a bit...
Thanks for your help!
Andreas
i guess it's time for me to read more about mesh buffers and lightmap usage in irrlicht and experiment a bit...
Thanks for your help!
Andreas
- Mon Jul 29, 2013 11:02 am
- Forum: Beginners Help
- Topic: Blender UV maps, textures and irrlicht materials
- Replies: 8
- Views: 1747
Re: Blender UV maps, textures and irrlicht materials
Hi CuteAlien, thanks for your reply. The documentation helped a lot. :) But two things i still don't get: Meshbuffer A meshbuffer does contain the geometric data [...] and exactly one material. Does this mean i can combine materials for one mesh? E.g. use EMT_TRANSPARENT_ALPHA and EMT_LIGHTMAP_ADD i...
- Sun Jul 28, 2013 2:41 pm
- Forum: Beginners Help
- Topic: Blender UV maps, textures and irrlicht materials
- Replies: 8
- Views: 1747
Blender UV maps, textures and irrlicht materials
Hi everyone, i'm currently trying to figure out how i can export a Blender scene (let's say a ground mesh and a tree mesh) and load it into irrlicht. What works for me is having a single mesh (ground and tree joined in Blender), one UV map, a color texture and a lightmap texture together with irrlic...
- Fri Jul 12, 2013 7:04 am
- Forum: Beginners Help
- Topic: irrb: blender irrlicht exporter not work
- Replies: 3
- Views: 521
Re: irrb: blender irrlicht exporter not work
Hi,
try to check the exporter script. If i remember correctly, they have a Blender version number in the first lines. Maybe your Blender version is too new / your script is too old?
try to check the exporter script. If i remember correctly, they have a Blender version number in the first lines. Maybe your Blender version is too new / your script is too old?
- Sun Apr 07, 2013 2:31 pm
- Forum: Beginners Help
- Topic: Device recreation
- Replies: 6
- Views: 801
Re: Device recreation
Thanks for the clarification, i obviously misunderstood robmar's reply.
- Sat Apr 06, 2013 7:11 am
- Forum: Beginners Help
- Topic: Device recreation
- Replies: 6
- Views: 801
Re: Device recreation
Hi, sorry to bump this thread, but i'm very interested in changing the video settings without re-creating the irrlicht device. Thanks for the pointer to the OnResize() method, i wouldn't have used it since the API Doc says: "Only used by the engine internally." But when testing it, i notic...
- Fri Nov 30, 2012 6:27 pm
- Forum: Beginners Help
- Topic: Flat shading with addShadowVolumeSceneNode()
- Replies: 4
- Views: 897
Re: Flat shading with addShadowVolumeSceneNode()
Yes you are right, i will search for a shader.
But since i don't know anything about shader programming or integrating them in irrlicht this could get a bit hard.
But since i don't know anything about shader programming or integrating them in irrlicht this could get a bit hard.
- Fri Nov 30, 2012 4:24 pm
- Forum: Beginners Help
- Topic: Flat shading with addShadowVolumeSceneNode()
- Replies: 4
- Views: 897
Re: Flat shading with addShadowVolumeSceneNode()
Hi Mel,
thanks for the response. I had hoped there were some flags to disable shadows on the node that is causing the shadow,
but ok, i guess i'll have to live without dynamic shadows then...
Best regards
Andreas
thanks for the response. I had hoped there were some flags to disable shadows on the node that is causing the shadow,
but ok, i guess i'll have to live without dynamic shadows then...
Best regards
Andreas