when I use the irrlicht dll that is in the .36 project, i can get it to compile, but i get the following when executing:
Unhandled exception at 0x65727574 in irrNet.exe: 0xC0000005: Access violation reading location 0x65727574.
Search found 6 matches
- Wed Jul 11, 2007 7:11 pm
- Forum: Project Announcements
- Topic: IrrNet - Irrlicht Network Framework 0.36 (Now Windows/Linux)
- Replies: 231
- Views: 78752
- Wed Jul 11, 2007 2:51 am
- Forum: Project Announcements
- Topic: IrrNet - Irrlicht Network Framework 0.36 (Now Windows/Linux)
- Replies: 231
- Views: 78752
irrNet error nmaterial.texture1
i keep getting this error that nmaterial.texture1 is not right, when i look at the members of nmaterial, i see textures as an array.. but if i try textures[0] i get tons of errors.
This is when trying to compile one of the examples and i'm using the newest irrlicht. in studio 2003.
Can anyone ...
This is when trying to compile one of the examples and i'm using the newest irrlicht. in studio 2003.
Can anyone ...
- Mon Jul 09, 2007 2:54 pm
- Forum: Beginners Help
- Topic: Movement Of Model Based On Rotation
- Replies: 4
- Views: 1787
Please Explain
if (receiver.isKeyPressed(KEY_KEY_W))
pmove.Z += 1.f;
if (receiver.isKeyPressed(KEY_KEY_S))
pmove.Z -= 1.f;
// move the player
core::vector3df pos( player->getPosition() );
// rotate the movement vector into parent coordinate system
player->getRelativeTransformation().rotateVect(pmove ...
pmove.Z += 1.f;
if (receiver.isKeyPressed(KEY_KEY_S))
pmove.Z -= 1.f;
// move the player
core::vector3df pos( player->getPosition() );
// rotate the movement vector into parent coordinate system
player->getRelativeTransformation().rotateVect(pmove ...
- Mon Jul 09, 2007 2:33 am
- Forum: Beginners Help
- Topic: Movement Of Model Based On Rotation
- Replies: 4
- Views: 1787
Movement Of Model Based On Rotation
I'm having difficulty with the following code, this seems correct to me, but i'm moving in weird directions. Any help is appreciated.
core::vector3df playerpos = node->getPosition();
core::vector3df playerrot = node->getRotation();
int lastFPS = -1;
f32 angle = 0.0f;
core::vector3df billpos ...
core::vector3df playerpos = node->getPosition();
core::vector3df playerrot = node->getRotation();
int lastFPS = -1;
f32 angle = 0.0f;
core::vector3df billpos ...
- Sun Jul 08, 2007 9:35 pm
- Forum: Beginners Help
- Topic: Collision Detection (RESOLVED)
- Replies: 1
- Views: 532
Update:
when I try this:
//attempt colision detection
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, node, core::vector3df(-10.0f, 10.0f, 0.0f),
core::vector3df(0,-3,0),
core::vector3df(-70,10,-60));
node->addAnimator(anim);
anim->drop();
my model will not move ...
//attempt colision detection
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, node, core::vector3df(-10.0f, 10.0f, 0.0f),
core::vector3df(0,-3,0),
core::vector3df(-70,10,-60));
node->addAnimator(anim);
anim->drop();
my model will not move ...
- Sun Jul 08, 2007 9:26 pm
- Forum: Beginners Help
- Topic: Collision Detection (RESOLVED)
- Replies: 1
- Views: 532
Collision Detection (RESOLVED)
(The problem was with the elipse parameters, they were incorrect. when i use the following... it works.
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, node, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
node->addAnimator(anim ...
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, node, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
node->addAnimator(anim ...