Search found 53 matches

by Bersi
Wed Apr 22, 2009 8:29 pm
Forum: Bug reports
Topic: [fixed]dimension2d operator+= multiplies instead of adding
Replies: 1
Views: 525

[fixed]dimension2d operator+= multiplies instead of adding

This is how the operator works now (Irrlicht 1.5): dimension2d<T>& operator+=(const dimension2d<T>& other) { Width *= other.Width; Height *= other.Height; return *this; } And this is how I expect it to work: dimension2d<T>& operator+=(const dimension2d<T>& other) { Width += other.Wid...
by Bersi
Mon Mar 17, 2008 6:34 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

Hmm I noticed that there were two different skins. One for the small info box and one for all other menus. So this should work (the two drops). But I added a feature in the irrlicht engine to use other skins for every gui window, called override skin. I think I've made a mistake there. Have to look ...
by Bersi
Mon Mar 17, 2008 4:06 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

At least I found the problem. There is a small info box that also uses the skin and also drop it after calling it's destructor. So the skin is dropped twice. Thanks for your help. @CuteAlien: Yes I know the callstack but it wasn't very useful for me till now. I work with the debugger and use breakpo...
by Bersi
Mon Mar 17, 2008 3:51 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

Ok I found the problem. My menu-manager-classes use a skin that is created by the createSkin function. It's a static IGUISkin-pointer. When the program should close this skin should be dropped, so I call drop() for it. But this seems to be the problem. But I don't know why. Thought that drop() is ok...
by Bersi
Mon Mar 17, 2008 3:29 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

I have an idea. I have a class for every possible screen, like ingame-screen, main menu, intro, outro and so on. Every class derives from irr::IEventReceiver. When a screen should be initialized it sets the event receiver of irrlicht to the own this-pointer. All these screen-classes are singletons t...
by Bersi
Mon Mar 17, 2008 3:14 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

Hmm there are about 10000 lines of code (without the irrlicht engine). It's difficult to show you all of that. I know that you can't locate the bad code but perhaps you have an idea how I can cause this error. For example by calling a drop-function of a metatriangleselector-object or something like ...
by Bersi
Mon Mar 17, 2008 1:23 pm
Forum: Beginners Help
Topic: Deleting the Device
Replies: 9
Views: 436

Deleting the Device

Hi I got a problem with irrlicht 1.4. When the program is closing I call IrrlichtDevice::drop(). With the debugger I can see that ReferenceCounter is 1 so I never called drop before. ReferenceCounter is then decremented to 0 and so the following code is triggered: if (!ReferenceCounter) { delete thi...
by Bersi
Sat Feb 16, 2008 12:09 am
Forum: Beginners Help
Topic: Ingame GUI -> smaller View
Replies: 3
Views: 288

Thank you it works. I thought that the viewport should be only set once so I didn't try your solution.
by Bersi
Fri Feb 15, 2008 6:27 am
Forum: Beginners Help
Topic: Ingame GUI -> smaller View
Replies: 3
Views: 288

Ingame GUI -> smaller View

Hi. I have a 3D Scene on the whole screen. Now I wanna add a small GUI (a HUD). If I do so, parts of the scene aren't visible. So the view area of the 3D scene is smaller. What I wanna do now is to fit the whole 3D scene to the smaller area so that the HUD isn't just in front of the scene. This is h...
by Bersi
Wed Feb 13, 2008 10:36 am
Forum: Beginners Help
Topic: Next lightmap problem (ambient light)
Replies: 1
Views: 210

Fixed it with my own Lightmap Material Renderer. These settings works fine: pID3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 1); pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_ADDSMOOTH); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTe...
by Bersi
Wed Feb 13, 2008 8:41 am
Forum: Beginners Help
Topic: Next lightmap problem (ambient light)
Replies: 1
Views: 210

Next lightmap problem (ambient light)

Hi I've got another problem with my lightmaps. At this point they look nice for me. But I have a sun in my map (moving ambient light source: ILightSceneNode). The problem is, that my lightmap textures have black areas (where no light is). But when the sun illuminates these areas they will be also bl...
by Bersi
Mon Feb 04, 2008 8:14 am
Forum: Bug reports
Topic: [not a bug]EMT_LIGHTMAP not works for EDT_DIRECT3D8/9
Replies: 11
Views: 3271

Here is an example. It's a simple wall oder quad scene node I am using at my current project. class SceneNodeWall : public scene::ISceneNode { private: video::S3DVertex2TCoords Vertices[4]; video::SMaterial Material; core::aabbox3d<f32> Box; public: SceneNodeWall(scene::ISceneNode* parent, scene::IS...
by Bersi
Sun Feb 03, 2008 8:27 pm
Forum: Bug reports
Topic: [not a bug]EMT_LIGHTMAP not works for EDT_DIRECT3D8/9
Replies: 11
Views: 3271

Ok it works now. You have to use video::S3DVertex2TCoords instead of video::S3DVertex and set the second set of TCoords. And it only works with irrlicht 1.4. ;)
by Bersi
Sun Feb 03, 2008 8:10 pm
Forum: Beginners Help
Topic: Lightmaps have only one color
Replies: 17
Views: 736

With 1.4 and OpenGL it works but not with DX9. I don't know how I can set the second set of texture coords. Can you help me?


EDIT: Ok I got it. Found video::S3DVertex2TCoords and now it works fine. Thank you hybrid and thank you greenya. ;)
by Bersi
Sun Feb 03, 2008 12:46 pm
Forum: Bug reports
Topic: [not a bug]EMT_LIGHTMAP not works for EDT_DIRECT3D8/9
Replies: 11
Views: 3271

How can I add a second set of texture coords?