Search found 70 matches
- Wed Jul 08, 2009 6:14 pm
- Forum: Bug reports
- Topic: [fixed] Cannot Compile Latest SVN On Windows
- Replies: 2
- Views: 619
- Wed Jul 08, 2009 4:27 pm
- Forum: Bug reports
- Topic: [fixed] Cannot Compile Latest SVN On Windows
- Replies: 2
- Views: 619
[fixed] Cannot Compile Latest SVN On Windows
Hi there, I'm having trouble compiling the latest revision (rev 2453) of Irrlicht's trunk on Windows XP. I am using the supplied Irrlicht9.0 VC++ project inside Visual Studio C++ 2008 Express Edition. I've made no modifications to the Irrlicht code. Here is the compilation error. Something tells me ...
- Wed Jul 08, 2009 2:08 pm
- Forum: Bug reports
- Topic: [fixed] Problem With Folder Archives
- Replies: 3
- Views: 705
- Wed Jul 08, 2009 1:22 pm
- Forum: Bug reports
- Topic: [fixed] Problem With Folder Archives
- Replies: 3
- Views: 705
I've found something. In CFileSystem::addFileArchive(), when I specify a known type of EFAT_FOLDER, then it goes to this: io::IReadFile* file = 0; for (i = 0; i < ArchiveLoader.size(); ++i) { if (ArchiveLoader[i]->getType() == archiveType) { // attempt to open file if (!file) file = createAndOpenFil...
- Wed Jul 08, 2009 12:57 pm
- Forum: Bug reports
- Topic: [fixed] Problem With Folder Archives
- Replies: 3
- Views: 705
[fixed] Problem With Folder Archives
Hi There, I'm using IFileSystem::addFolderFileArchive() in my code to add a folder that contains all my media. Then I use the standard ways to access mesh files and textures. That worked pretty well until a few days ago, when there were some changes in Irrlicht-SVN (I'm using trunk) to the file syst...
- Tue Jun 02, 2009 9:07 am
- Forum: Advanced Help
- Topic: Using Buttons To Control FPS Camera
- Replies: 2
- Views: 688
Using Buttons To Control FPS Camera
Hi there, I'm writing an application using Irrlicht that will be used on a touch screen computer without any keyboard (in addition to a desktop computer with a keyboard). In it, I'm using the FPS camera which is controlled through the keyboard. My idea is to add a set of IGUIButton elements in the c...
- Tue May 26, 2009 8:18 am
- Forum: Beginners Help
- Topic: Why is IGUIStaticText static?
- Replies: 3
- Views: 453
- Tue May 26, 2009 7:46 am
- Forum: Beginners Help
- Topic: Why is IGUIStaticText static?
- Replies: 3
- Views: 453
Why is IGUIStaticText static?
Hi there,
I'm wondering why the IGUIStaticText node does not allow changing of the text after it has been created (I assume that is why it is called IGUIStaticText?). I took a quick look over the code, and I do not see any reason why there can't be a public setText() function.
I'm wondering why the IGUIStaticText node does not allow changing of the text after it has been created (I assume that is why it is called IGUIStaticText?). I took a quick look over the code, and I do not see any reason why there can't be a public setText() function.
- Sun May 24, 2009 12:54 pm
- Forum: Advanced Help
- Topic: Render To Texture And Hidden Windows
- Replies: 0
- Views: 484
Render To Texture And Hidden Windows
Hi there, I have my Irrlicht scene embedded inside another window, via the external API. In addition to that, I have a static image (changed rarely) showing the scene from some other camera. This image is created by drawing the scene via a render-to-texture, and copying the data. This works pretty w...
- Sun Apr 26, 2009 4:33 am
- Forum: Bug reports
- Topic: Cannot load saved scenes
- Replies: 6
- Views: 913
Cannot load saved scenes
Hi all, I'm having trouble loading scenes saved with ISceneManager::saveScene() right now. However, I have no problems loading scenes generated with previous versions of irrlicht (pre 1.5). I've modified both the irrlicht SVN and 1.5 (checked out from SVN) source so it prints out something everytime...
- Fri Apr 24, 2009 9:07 pm
- Forum: Bug reports
- Topic: [fixed]Collision Bitmask Always Selects "Default"
- Replies: 13
- Views: 1873
You can solve it easily as hybrid mentioned - by setting all ID's manually to 0. There is a lot of them..... ;) Finding them all (by hand) would take a long time. I still find this pretty handsome - all nodes are found by the collision methods by default. Why would we have none colliding by default...
- Fri Apr 24, 2009 7:15 pm
- Forum: Bug reports
- Topic: Adding a Non-Active Camera
- Replies: 4
- Views: 799
Hmm, this sounds like a viable situation, so we should check if a check in the deserialization would help here. Or maybe we should store if a camera is active upon serialization and deserialize that way. Could you please file a bug ticket so we can track this issue? Thanks. Added to feature request...
- Fri Apr 24, 2009 7:08 pm
- Forum: Bug reports
- Topic: [fixed]Collision Bitmask Always Selects "Default"
- Replies: 13
- Views: 1873
I have to agree with kkrizka - it's a confusing default (mainly because it's different from the default value of the collision functions). It would help to mention in the documentation of idBitMask in the corresponding functions of ISceneCollisionManager, that scenenodes are by default all collidin...
- Thu Apr 23, 2009 10:10 pm
- Forum: Bug reports
- Topic: [fixed]Collision Bitmask Always Selects "Default"
- Replies: 13
- Views: 1873
[fixed]Collision Bitmask Always Selects "Default"
Hi all, I have a scene with several selectable nodes and some background. I accomplish selecting the selectable nodes by giving them an ID of 4 (for example) and calling ISceneCollisionManager::getSceneNodeFromScreenCoordinatesBB with a bitmask of 4. However, sometimes one of the background nodes ge...
- Thu Apr 23, 2009 9:51 pm
- Forum: Bug reports
- Topic: Adding a Non-Active Camera
- Replies: 4
- Views: 799
no, a new added camera gets always the active camera... but you can set another camera active again so the new camera is inactive... ;) I hoped that I didn't have to do it manually. The reason I wanted it automatic is that my code first sets a custom camera on a spinning logo and then proceeds to l...