I just stumbled across this as well, I believe. The problem appears to be that the window is destroyed in closeDevice() before the message is posted/retrieved. Changing
DestroyWindow(HWnd);
PostQuitMessage(0);
MSG msg;
GetMessage(&msg, NULL, WM_QUIT, WM_QUIT);
to
PostQuitMessage(0);
MSG ...
Search found 10 matches
- Thu Oct 11, 2007 5:09 pm
- Forum: Bug reports
- Topic: Something wrong with device->closeDevice or device->ru
- Replies: 15
- Views: 2041
- Thu Sep 27, 2007 4:22 pm
- Forum: Advanced Help
- Topic: Custom Z sorting
- Replies: 11
- Views: 1454
- Wed Sep 26, 2007 4:39 pm
- Forum: Code Snippets
- Topic: Win32/OpenGL antialiasing
- Replies: 20
- Views: 14266
Win32 OpenGL antialias code snippet
Okay, here's the code. It's grown a bit as I added some appropriate error handling. I'm trying to get it cleaned up for submission to Irrlicht 1.4 or later, but my main problem is testing it on lower-end cards. I don't have access to any. So, if anyone out there with a lower-end card could test this ...
- Fri Sep 21, 2007 4:33 pm
- Forum: Code Snippets
- Topic: Win32/OpenGL antialiasing
- Replies: 20
- Views: 14266
Win32/OpenGL antialiasing
I have the code for OpenGL Win32 antialiasing that I've been using for some time. It's a drop-in replacement for COpenGLDriver::initDriver in the Win32 section of COpenGLDriver.cpp, and it's 170 lines long. What's the prefered way to post a snippet that long? Do I put it inside code brackets in a ...
- Fri Sep 21, 2007 4:19 pm
- Forum: Bug reports
- Topic: [fixed]COpenGLDriver.cpp tweaks
- Replies: 1
- Views: 466
[fixed]COpenGLDriver.cpp tweaks
These aren't bugs, but they're (small) enhancements:
in beginScene(), f32 inv probably ought to be const f32 inv
in draw3DLine(), the 2nd glColor4ub is not needed (previous glColor4ub state persists)
in drawVertexPrimitiveList(), glFlush is not needed. A flush will happen when you flip buffers in ...
in beginScene(), f32 inv probably ought to be const f32 inv
in draw3DLine(), the 2nd glColor4ub is not needed (previous glColor4ub state persists)
in drawVertexPrimitiveList(), glFlush is not needed. A flush will happen when you flip buffers in ...
- Fri Sep 21, 2007 3:53 pm
- Forum: Bug reports
- Topic: [fixed]OpenGL pGlCompressedTexImage2D
- Replies: 1
- Views: 521
[fixed]OpenGL pGlCompressedTexImage2D
I'm not sure if this is, strictly speaking, a bug, but, in COpenGLExtensionHandler.h/.cpp, pGlCompressedTexImage2D is defined only when PFNGLCOMPRESSEDTEXIMAGE2DPROC is defined. I *think* it should correctly be defined when GL_ARB_texture_compression is defined (at least, on the Win32 systems I have ...
- Thu Sep 06, 2007 4:30 am
- Forum: Beginners Help
- Topic: SceneNode Animator - plays once, and then?
- Replies: 1
- Views: 233
SceneNode Animator - plays once, and then?
I'm getting ready to work on creating some autonomous objects that can wander around a map. I want to tie them into an AI that can select paths and so on. My first idea for integrating it with the scene graph was to apply an animator (like a fly straight animator) that runs once to an animated mesh ...
- Thu Aug 30, 2007 6:59 pm
- Forum: Beginners Help
- Topic: How to run 3DS animation or export it to other format?
- Replies: 19
- Views: 6922
The thing is that I have an importer for NWN .mdl format for 3ds Max.
Is this NWN model the typical type where the model is a bunch of separate meshes? The NWN model uses transforms on the nodes to create animation. Those aren't bone animations, as I understand, which means I don't think you can ...
Is this NWN model the typical type where the model is a bunch of separate meshes? The NWN model uses transforms on the nodes to create animation. Those aren't bone animations, as I understand, which means I don't think you can ...
- Tue Aug 14, 2007 10:20 pm
- Forum: Beginners Help
- Topic: Poor frame rate
- Replies: 5
- Views: 575
- Tue Aug 14, 2007 6:59 pm
- Forum: Beginners Help
- Topic: Poor frame rate
- Replies: 5
- Views: 575
Poor frame rate
Hi, all. I'm trying to use Irrlicht for a 3D tiled map type of game. Each tile is composed of 8 triangles ordered around the center, using a single mipmapped texture (I assume mipmapping works, since COpenGLDriver is returning "true" to the mipmap query). The tile node is a simple derivation from ...