Search found 48 matches

by Mr. Moxie
Wed Sep 22, 2010 3:32 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173314

found it.
by Mr. Moxie
Wed Sep 22, 2010 3:31 am
Forum: Beginners Help
Topic: opengl es
Replies: 1
Views: 227

found it.
by Mr. Moxie
Tue Sep 21, 2010 10:41 pm
Forum: Beginners Help
Topic: opengl es
Replies: 1
Views: 227

opengl es

I was trying the Android port, but I'm missing the opengl es directory. Where do I get this at :?:
by Mr. Moxie
Tue Sep 21, 2010 6:43 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173314

Open GL ES

What version and where do I get it?
by Mr. Moxie
Thu Jul 15, 2010 9:36 pm
Forum: Open Discussion and Dev Announcements
Topic: iPhone and Android
Replies: 4
Views: 2122

iPhone and Android

Is it a realistic expectation to hope to use irrlicht to dev both on the iphone and android with somewhat similar code bases?

Thanx :?:
by Mr. Moxie
Wed Aug 06, 2008 3:23 pm
Forum: Beginners Help
Topic: Mobile devices
Replies: 3
Views: 232

Ok, thanx for the help. I'm going to give it a try the next couple of weeks, and see how far I can get. :twisted:
by Mr. Moxie
Tue Aug 05, 2008 7:47 pm
Forum: Beginners Help
Topic: Mobile devices
Replies: 3
Views: 232

Mobile devices

Hey Guys,
Can someone give me the best path to get irrlicht on a winCE 5/6 mobile device. I have real interest from a publisher if I can get my game running on one.

I searched through the forums and found mirrlict, but it doesn't seem to compile CE apps, but win32?

Thanx for any help.
by Mr. Moxie
Sun Jul 13, 2008 6:01 pm
Forum: Beginners Help
Topic: Silly sprintf question
Replies: 3
Views: 221

Thanx,

That's what I thought, I'm just going to disable the various warnings with: _CRT_SECURE_NO_DEPRECATE since I have too many sprintf(s) in my existing code, and debug libs.
by Mr. Moxie
Sun Jul 13, 2008 4:13 pm
Forum: Beginners Help
Topic: Silly sprintf question
Replies: 3
Views: 221

Silly sprintf question

I'd like to know if I should be using _sprintf or sprintf in my code? I want my current game to cross platform, but I don't know if Mac or Linux uses the secure versions of sprintf or stricmp. Haven't bought my Mac for development yet.
by Mr. Moxie
Fri May 30, 2008 4:22 pm
Forum: Beginners Help
Topic: My 2D game on Pocket PC
Replies: 3
Views: 252

My 2D game on Pocket PC

Hey guys,
I'd like to know the best path to get a CE version of irrlicht running. Is a good starting point Mirrlicht?

Thanx for any help.
by Mr. Moxie
Wed May 21, 2008 5:48 pm
Forum: Beginners Help
Topic: Terrain
Replies: 2
Views: 264

Sounds like I've got a good chunk of programming in front of me. :twisted:
by Mr. Moxie
Tue May 20, 2008 8:14 pm
Forum: Beginners Help
Topic: Application relative path? [Solved]
Replies: 5
Views: 320

After initializing the game, I store the path location of the game executable's working directory. m_szExePath =m_pDevice->getFileSystem()->getWorkingDirectory(); When I load anything using relative paths, I call this member function first. void gmMain::SetFilePathToExeDir() { // printf("exe di...
by Mr. Moxie
Tue May 20, 2008 7:56 pm
Forum: Beginners Help
Topic: Terrain
Replies: 2
Views: 264

Terrain

I have a client who wants me to make them a terrain/game editor like torque in Irrlicht. I looked at the terrain example and its pretty basic. Can you put more than one texture and one detailed map on a terrain scene node? Also is there any built in lightmap generator like in irrEdit, or do I have t...
by Mr. Moxie
Mon May 19, 2008 5:15 pm
Forum: Beginners Help
Topic: Compiler flag memory leak?
Replies: 10
Views: 815

My missing tiles were my fault. I never set my own gmTile classes' member variable to true.

Code: Select all

m_bActive			=true; 
:oops:

Thanx for the help though "Cute Alien". It helped me find the power of 2 texture bug and pushed me to find my own screw up.
by Mr. Moxie
Sun May 11, 2008 2:31 am
Forum: Beginners Help
Topic: Compiler flag memory leak?
Replies: 10
Views: 815

Stopped the translucent corners by setting the SColor arg to NULL. Now if I could only find my missing tiles. :roll: GAME->GetDriver()->draw2DImage(m_pGfx, core::rect<s32>(m_iPosX,m_iPosY,m_pGfx->getOriginalSize().Width+m_iPosX,m_pGfx->getOriginalSize().Height+m_iPosY), core::rect<s32>(0,0,m_pGfx->g...