Search found 167 matches

by Andreas
Sun Sep 22, 2013 7:56 am
Forum: Open Discussion and Dev Announcements
Topic: Thanks for Irrlicht
Replies: 3
Views: 1292

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! :)
by Andreas
Sat Sep 21, 2013 4:03 pm
Forum: Beginners Help
Topic: std::bad_alloc with mingw under windows 7
Replies: 4
Views: 629

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
by Andreas
Sat Sep 21, 2013 1:09 pm
Forum: Beginners Help
Topic: std::bad_alloc with mingw under windows 7
Replies: 4
Views: 629

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 =...
by Andreas
Sat Sep 21, 2013 11:00 am
Forum: Beginners Help
Topic: std::bad_alloc with mingw under windows 7
Replies: 4
Views: 629

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...
by Andreas
Mon Aug 12, 2013 10:30 am
Forum: Open Discussion and Dev Announcements
Topic: Improved font rendering system.
Replies: 33
Views: 9405

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...
by Andreas
Sat Aug 03, 2013 1:19 pm
Forum: Beginners Help
Topic: Blender UV maps, textures and irrlicht materials
Replies: 8
Views: 1416

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...
by Andreas
Sat Aug 03, 2013 8:45 am
Forum: Beginners Help
Topic: Blender UV maps, textures and irrlicht materials
Replies: 8
Views: 1416

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&...
by Andreas
Tue Jul 30, 2013 6:08 pm
Forum: Beginners Help
Topic: Blender UV maps, textures and irrlicht materials
Replies: 8
Views: 1416

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
by Andreas
Mon Jul 29, 2013 11:02 am
Forum: Beginners Help
Topic: Blender UV maps, textures and irrlicht materials
Replies: 8
Views: 1416

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...
by Andreas
Sun Jul 28, 2013 2:41 pm
Forum: Beginners Help
Topic: Blender UV maps, textures and irrlicht materials
Replies: 8
Views: 1416

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...
by Andreas
Fri Jul 12, 2013 7:04 am
Forum: Beginners Help
Topic: irrb: blender irrlicht exporter not work
Replies: 3
Views: 474

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?
by Andreas
Sun Apr 07, 2013 2:31 pm
Forum: Beginners Help
Topic: Device recreation
Replies: 6
Views: 752

Re: Device recreation

Thanks for the clarification, i obviously misunderstood robmar's reply. :)
by Andreas
Sat Apr 06, 2013 7:11 am
Forum: Beginners Help
Topic: Device recreation
Replies: 6
Views: 752

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...
by Andreas
Fri Nov 30, 2012 6:27 pm
Forum: Beginners Help
Topic: Flat shading with addShadowVolumeSceneNode()
Replies: 4
Views: 812

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. :wink:
by Andreas
Fri Nov 30, 2012 4:24 pm
Forum: Beginners Help
Topic: Flat shading with addShadowVolumeSceneNode()
Replies: 4
Views: 812

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