Search found 14 matches
- Wed Jul 23, 2008 5:09 am
- Forum: Bug reports
- Topic: Irrlicht 1.4.1 Mac OS X Demo problem
- Replies: 10
- Views: 1115
- Sat Jul 19, 2008 7:11 pm
- Forum: Bug reports
- Topic: Irrlicht 1.4.1 Mac OS X Demo problem
- Replies: 10
- Views: 1115
Just a guess, but you might want to try dragging the app to your desktop before running it; .app bundles can't write files to mounted .dmg files, but they can write them to your hard-drive; actually, reading files directly from a mounted .dmg file might be funky as well, although I don't know why i...
- Mon Jul 07, 2008 6:30 pm
- Forum: Bug reports
- Topic: Irrlicht 1.4.1 Mac OS X Demo problem
- Replies: 10
- Views: 1115
- Mon Jul 07, 2008 6:09 pm
- Forum: Bug reports
- Topic: Irrlicht 1.4.1 Mac OS X Demo problem
- Replies: 10
- Views: 1115
Relevant system information
Model Name: iMac Model Identifier: iMac5,1 Processor Name: Intel Core 2 Duo Processor Speed: 2.16 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache: 4 MB Memory: 2 GB Bus Speed: 667 MHz Chipset Model: ATY,RadeonX1600 Type: Display Bus: PCIe PCIe Lane Width: x16 VRAM (Total): 256 MB Vend...
- Mon Jul 07, 2008 6:04 pm
- Forum: Bug reports
- Topic: Irrlicht 1.4.1 Mac OS X Demo problem
- Replies: 10
- Views: 1115
Irrlicht 1.4.1 Mac OS X Demo problem
I tired the new 1.4.1 .dmg file in hopes that it would solve our Mac platform issues, but no luck =(. Download .dmg from the website, unpack, double click on the Demo app. Result is shown below: http://farm4.static.flickr.com/3120/2646979388_e8aa73f107.jpg Also, the readme in the MacOS bin directory...
- Wed Jan 09, 2008 9:50 pm
- Forum: Bug reports
- Topic: MeshViewer on Mac OS X crashes with EXC_BAD_ACCESS (SIGBUS)
- Replies: 1
- Views: 476
MeshViewer on Mac OS X crashes with EXC_BAD_ACCESS (SIGBUS)
Irrlicht version 1.4 for Mac from: http://prdownloads.sourceforge.net/irrlicht/irrlicht_1.4.dmg?download Command line: ./MeshViewer.app/Contents/MacOS/MeshViewer Please select the driver you want for this example: (a) Direct3D 9.0c (b) Direct3D 8.1 (c) OpenGL 1.5 (d) Software Renderer (e) Burning's ...
- Sat Dec 29, 2007 4:53 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: [Tutorial] Getting started on Mac OS X
- Replies: 81
- Views: 91153
Hi, Just out of curiosity, has anyone been able to load md2 models, including texture, in Irrlicht on Mac OS X? From reading the forums and from running the latest version (1.4) as well as the current SVN trunk, I am getting the impression that this is not currently possible. Here is what I am doing...
- Fri Dec 28, 2007 6:29 am
- Forum: Beginners Help
- Topic: Irrlicht on OS X?
- Replies: 8
- Views: 609
So is it possible to load the sydney md2 texture in Irrlicht on Mac OS X and have it show up with texture? We are showing blank white both in 1.4 and in SVN. If it is possible, how should this be done? Another issue we are experiencing on the Mac is blank (white or black) bitmaps in GUI elements. Th...
- Mon Jun 11, 2007 10:22 pm
- Forum: Beginners Help
- Topic: _findfirst, _findnext and _findclose unresolved on link
- Replies: 2
- Views: 253
- Thu May 31, 2007 7:34 pm
- Forum: Beginners Help
- Topic: _findfirst, _findnext and _findclose unresolved on link
- Replies: 2
- Views: 253
_findfirst, _findnext and _findclose unresolved on link
Hi, I am encountering just the following three errors building Irrlicht on one of our machines (Windows XP Pro SP2) in Visual Studio 2005 (the other machine with what I thought was exactly the same configuration builds the project just fine): 1>CFileList.obj : error LNK2001: unresolved external symb...
- Tue Apr 10, 2007 11:36 pm
- Forum: Advanced Help
- Topic: Particle Transparency Issue Going from Irr 1.2 -> Irr 1.3
- Replies: 7
- Views: 907
You should disable the zbuffer via the material. This works without changing the code. And it is slightly faster. Oh, I agree, setting it in the material flags for a scene node is definitely a better idea. I'm not sure why it would be slightly faster, but I can see that it would propogate to any sh...
- Tue Apr 10, 2007 6:23 pm
- Forum: Advanced Help
- Topic: Particle Transparency Issue Going from Irr 1.2 -> Irr 1.3
- Replies: 7
- Views: 907
So, I was able to get a temporary solution to the problem, although I don't think it is a final one, (it is also only an OpenGL fix) : In COpenGLMaterialRenderer.h in COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR::OnSetMaterial: Driver->disableTextures(1); Driver->setTexture(0, material.Textures[0])...
- Tue Apr 10, 2007 4:48 pm
- Forum: Advanced Help
- Topic: Particle Transparency Issue Going from Irr 1.2 -> Irr 1.3
- Replies: 7
- Views: 907
I'm leaning heavily towards it being a sorting problem. I injected some of my own code in the ParticleSystemSceneNode render method that will sort the particles based on z depth relative to camera and the transparency issues were mostly resolved. I say mostly because I think I did the inverse view t...
- Tue Apr 10, 2007 1:34 am
- Forum: Advanced Help
- Topic: Particle Transparency Issue Going from Irr 1.2 -> Irr 1.3
- Replies: 7
- Views: 907
Particle Transparency Issue Going from Irr 1.2 -> Irr 1.3
Hello, I'm hoping someone can give my some advice on a problem i'm facing. It has to do with an apparent change in the way materials may be used in our scene. We had begun using particle systems recently where the billboards are shaded with the EMT_TRANSPARENT_ADD_COLOR material type. From my unders...