Search found 53 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- Sat Feb 16, 2008 12:09 am
- Forum: Beginners Help
- Topic: Ingame GUI -> smaller View
- Replies: 3
- Views: 288
- 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...
- 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...
- 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...
- 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...
- 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
- Sun Feb 03, 2008 8:10 pm
- Forum: Beginners Help
- Topic: Lightmaps have only one color
- Replies: 17
- Views: 736
- 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