Yes, IrrlichtDevice::run() returns false when the device wishes to close (when the user presses X), so if you have code like so, you need only add code to the end of the loop:
Indeed! Kudos to you, here's an internet, a piece of robot and 3 thumbs up. Sorry but i absolutely don't understand what it means ^^'. And in which section shall I look (sorry, french people are stupid) ? Aha, that's just a convoluted way of saying "Good Job!" And I believe he was talking...
Tutorial 5 (also found in the SDK) should help you with setting up the GUI you're asking for. As for saving the text to a file, use the File System to create a write file and then write to it, something like this: irr::io::IWriteFile * File = FileSystem->createAndWriteFile("output.txt") ;...
If I wanted to do file sending through irrNetLite (files up to around a megabyte) should i send the file in chunks through multiple packets, or could I just lump the whole thing into a single packet? Would it be irresponsible to do so?
rogerborg wrote:While you chaps were talking about what we could collectively do, I've exposed CGeometryCreator (as IGeometryCreator) through ISceneManager::getGeometryCreator(), in SVN 2205 on the trunk.
I can't get 2205 to compile - seems like the file "IGeometryCreator.h" is missing.
When using the mesh created addVolumeLightMesh(...), if EMT_ONETEXTURE_BLEND is not treated as transparent, there are graphical glitches when viewing the light in front of other objects, for example the dwarf and the water in example 8. In the VolumeLightSceneNode, the node registers itself as trans...
I hate to persist, but what's the verdict on onetexture_blend being transparent? I'm pretty sure it is, based on this topic , since if its blending with the pixels beneath it, isn't it by definition transparent? Anyway, I found that my patches didn't work with the latest revision, so I made a new al...
More developments: I delved into the code of the OpenGL material renders (my only available test platform is OpenGL - the software renders can't render example 8, and I don't currently have a copy of the DirectX SDK) and found that the one texture blend material type - the one used by volume light s...