Search found 33 matches
- Thu Dec 02, 2010 5:09 am
- Forum: Bug reports
- Topic: [fixed]buildFrameNr does not clamp values
- Replies: 2
- Views: 596
[fixed]buildFrameNr does not clamp values
It's possible for the engine to crash if the timeMs value is relatively large, causing the CurrentFrameNr to still be larger than the end frame. In the current code it'll only reduce it by a maximum amount of (EndFrame-StartFrame), whereas it should really reduce it until it's within the allows ...
- Mon Jan 26, 2009 8:50 am
- Forum: Beginners Help
- Topic: Terrain mesh has 0 indicies but 65536 vertices
- Replies: 2
- Views: 495
- Mon Jan 26, 2009 7:34 am
- Forum: Beginners Help
- Topic: Terrain mesh has 0 indicies but 65536 vertices
- Replies: 2
- Views: 495
Terrain mesh has 0 indicies but 65536 vertices
When I get the mesh from a terrain scene node, and I check the mesh buffers, it ends up with a total of 0 indicies in the mesh, and 65536 vertices.
This means I can't convert it to a Newton mesh. The code I'm using to check is shown below. Is there something I'm doing wrong?
// Check for validity ...
This means I can't convert it to a Newton mesh. The code I'm using to check is shown below. Is there something I'm doing wrong?
// Check for validity ...
- Sun Jan 25, 2009 6:47 am
- Forum: Advanced Help
- Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
- Replies: 4
- Views: 812
- Sun Jan 25, 2009 5:08 am
- Forum: Advanced Help
- Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
- Replies: 4
- Views: 812
- Sun Jan 25, 2009 4:13 am
- Forum: Advanced Help
- Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
- Replies: 4
- Views: 812
[SOLVED] Irrlicht to Newton mesh - Segmentation fault
I'm having trouble converting my Irrlicht mesh into a newton collision. When I run the following code, Newton causes a segmentation fault. I've been getting help at the Newton Dynamics forums, but after pointing out multiple things I was doing wrong with Newton (and me fixing them), they are now ...
- Sat Jan 24, 2009 4:47 am
- Forum: Advanced Help
- Topic: Particles all spawn from one point
- Replies: 3
- Views: 804
- Thu Jan 22, 2009 5:24 am
- Forum: Advanced Help
- Topic: Particles all spawn from one point
- Replies: 3
- Views: 804
Particles all spawn from one point
I've tried box, sphere and ring particle emitters, however no matter what settings I give them, they always generate particles at a single point.
What's even weirder is, I added:
printf("Box minedge is %f,%f,%f.",Box.MinEdge.X,Box.MinEdge.Y,Box.MinEdge.Z);
to the box particle emitter to find ...
What's even weirder is, I added:
printf("Box minedge is %f,%f,%f.",Box.MinEdge.X,Box.MinEdge.Y,Box.MinEdge.Z);
to the box particle emitter to find ...
- Wed Jan 14, 2009 6:35 am
- Forum: Advanced Help
- Topic: [UNSOLVED] Shadow Volume on non animated meshes?
- Replies: 3
- Views: 782
I've added PassCount = 0; to the OnRegisterSceneNode function like is done in the animated mesh class, however my application just freezes when I add this function. I presume that this is used to mark the shadow volume node for updating, since when I add it, there are alot of calls to update the ...
- Sun Jan 11, 2009 5:47 am
- Forum: Advanced Help
- Topic: [UNSOLVED] Shadow Volume on non animated meshes?
- Replies: 3
- Views: 782
- Fri Jan 09, 2009 1:08 am
- Forum: Advanced Help
- Topic: [UNSOLVED] Shadow Volume on non animated meshes?
- Replies: 3
- Views: 782
[UNSOLVED] Shadow Volume on non animated meshes?
I've tried to modify Irrlicht so I can apply shadow volume nodes to other scene nodes (not just animated meshes). While I've got it compiling, it doesn't work.
Works for animated meshes:
http://img128.imageshack.us/img128/3673/shadowsworkformeshesry1.png
Does not work for normal meshes ...
Works for animated meshes:
http://img128.imageshack.us/img128/3673/shadowsworkformeshesry1.png
Does not work for normal meshes ...
- Sun Jan 04, 2009 5:40 am
- Forum: Bug reports
- Topic: OSX: Missing characters in keyboard input
- Replies: 1
- Views: 528
OSX: Missing characters in keyboard input
I'm using Irrlicht 1.4.2 on Mac (simply because there isn't a 1.5 edition for Mac yet :( ), and I cannot enter fullstops into GUI textboxes.
That's about as much information as I can provide without giving you 200 source code files :/
---------------
randomMesh on IRC found a topic which has a ...
That's about as much information as I can provide without giving you 200 source code files :/
---------------
randomMesh on IRC found a topic which has a ...
- Fri Jan 02, 2009 6:36 am
- Forum: Beginners Help
- Topic: Compiling Irrlicht on MacOSX with XCode [SOLVED]
- Replies: 0
- Views: 498
Compiling Irrlicht on MacOSX with XCode [SOLVED]
I successfully compiled Irrlicht on MacOSX under XCode, and I've got libIrrlicht.a and the openGL framework in my application in XCode, but I get errors like:
X "_CGCaptureAllDisplays", referenced from:
--- irr::CIrrDeviceMacOSX::createWindow(<etc>
X "_CGDisplayShowCursor", referenced from:
--- irr ...
X "_CGCaptureAllDisplays", referenced from:
--- irr::CIrrDeviceMacOSX::createWindow(<etc>
X "_CGDisplayShowCursor", referenced from:
--- irr ...
- Wed Dec 24, 2008 3:39 am
- Forum: Advanced Help
- Topic: Convert Irrlicht to use f64 as default.
- Replies: 16
- Views: 2227
- Tue Dec 23, 2008 11:36 pm
- Forum: Advanced Help
- Topic: Convert Irrlicht to use f64 as default.
- Replies: 16
- Views: 2227