Search found 33 matches

by hach-que
Thu Dec 02, 2010 5:09 am
Forum: Bug reports
Topic: [fixed]buildFrameNr does not clamp values
Replies: 2
Views: 489

[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 valu...
by hach-que
Mon Jan 26, 2009 8:50 am
Forum: Beginners Help
Topic: Terrain mesh has 0 indicies but 65536 vertices
Replies: 2
Views: 408

Okay, I've updated my code to use getMeshBufferForLOD, but objects still won't collide with my Newton terrain. total_indicies = 0; total_vertexes = 0; ter_buffer = new irr::scene::CDynamicMeshBuffer(irr::video::EVT_2TCOORDS, irr::video::EIT_16BIT); terrain->getMeshBufferForLOD(*ter_buffer); if (ter_...
by hach-que
Mon Jan 26, 2009 7:34 am
Forum: Beginners Help
Topic: Terrain mesh has 0 indicies but 65536 vertices
Replies: 2
Views: 408

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 te...
by hach-que
Sun Jan 25, 2009 6:47 am
Forum: Advanced Help
Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
Replies: 4
Views: 660

DARN IT!

I've been looking in the wrong place.

It wasn't the terrain physics, it was the fact I was loosing reference to the object in Lua. I guess I'll have to find out why that's happening now (even though Lua has been told not to clean up those objects).
by hach-que
Sun Jan 25, 2009 5:08 am
Forum: Advanced Help
Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
Replies: 4
Views: 660

Actually I don't even use that vertices line, I just get the total number of vertices so I can check how many positions are available.

But getting 3 positions in a group should create a triangle correct?
by hach-que
Sun Jan 25, 2009 4:13 am
Forum: Advanced Help
Topic: [SOLVED] Irrlicht to Newton mesh - Segmentation fault
Replies: 4
Views: 660

[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 say...
by hach-que
Sat Jan 24, 2009 4:47 am
Forum: Advanced Help
Topic: Particles all spawn from one point
Replies: 3
Views: 713

UPDATE After discussing it on IRC, we still haven't found the problem, but we've narrowed it down. The Irrlicht box emitter is pushing particles onto the Particles array, but when the particle system is retrieving them, they have all screwed up values. The Irrlicht example works absolutely fine. :(...
by hach-que
Thu Jan 22, 2009 5:24 am
Forum: Advanced Help
Topic: Particles all spawn from one point
Replies: 3
Views: 713

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 fi...
by hach-que
Wed Jan 14, 2009 6:35 am
Forum: Advanced Help
Topic: [UNSOLVED] Shadow Volume on non animated meshes?
Replies: 3
Views: 659

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 sha...
by hach-que
Sun Jan 11, 2009 5:47 am
Forum: Advanced Help
Topic: [UNSOLVED] Shadow Volume on non animated meshes?
Replies: 3
Views: 659

I've added that to the nodes, however it's still not working. I'm going to continue looking through the source code to see if I've missed something....
by hach-que
Fri Jan 09, 2009 1:08 am
Forum: Advanced Help
Topic: [UNSOLVED] Shadow Volume on non animated meshes?
Replies: 3
Views: 659

[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: http://img12...
by hach-que
Sun Jan 04, 2009 5:40 am
Forum: Bug reports
Topic: OSX: Missing characters in keyboard input
Replies: 1
Views: 399

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 fix (...
by hach-que
Fri Jan 02, 2009 6:36 am
Forum: Beginners Help
Topic: Compiling Irrlicht on MacOSX with XCode [SOLVED]
Replies: 0
Views: 425

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", refer...
by hach-que
Wed Dec 24, 2008 3:39 am
Forum: Advanced Help
Topic: Convert Irrlicht to use f64 as default.
Replies: 16
Views: 1727

If I change Lua to use floats, then it has that problem.

I've managed to change f32 to double, and I've just gone through and replaced f32 with float where ever float is necessary. So far it seems to be working, I'll post if I get weird bugs with it.
by hach-que
Tue Dec 23, 2008 11:36 pm
Forum: Advanced Help
Topic: Convert Irrlicht to use f64 as default.
Replies: 16
Views: 1727

It's not so much comparing the floats anymore, as I did manage to change Lua to do that. It's that when you use:

print(5.2);

it outputs 5.19999999999999 on the command line.