Search found 7 matches
- Tue Mar 18, 2008 8:04 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 730
[SOLVED]
Hybrid, Thanks for the hint ! Indeed the getMesh(0) was the right hint. Let me recap for others running in the same problems. The correct working code is... scene::IAnimatedMesh *mesh_animated = engine.scene->addHillPlaneMesh( (const irr::c8 *) "myHill_spikes", a, b, 0, 0, c, d ); CERR << ...
- Tue Mar 18, 2008 4:00 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 730
addHillPlaneMesh addMeshBuffer/getMeshBufferCounter *BUG* ?
Autsch, JA, 1.5 has maybe everything - and the other comment was rather spam-kind of. I dont understand why addHillPlaneMesh is not creating a "proper" mesh ? Technically, and logically ! Lets take you through the irrlicht engine code IAnimatedMesh* CSceneManager::addHillPlaneMesh(..) { //...
- Sun Mar 16, 2008 11:45 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 730
Animating hillplane/terrain .. mesh locked ? Strategy wrong?
addHillPlaneMesh creates a Node where I am not able to access/animate the underlying mesh. My main aim is that I just want to generate a terrain/hillplane where i can randomly animate the hills heights using the vertex indices. Obviously I progressed to get things right, but I have trouble to access...
- Fri Feb 29, 2008 7:19 pm
- Forum: Advanced Help
- Topic: Tried separate render thread: isWindowActive returns false?!
- Replies: 3
- Views: 527
Hey, I decided to use the physics stuff in a separate thread for the moment. And indeed it works very well. Obviously everything is possible with irrlicht, even so you don't have canonical multithreaded support. May be one day I will also use the GetForegroundWindow() hint. Thanks a lot for the comm...
- Tue Feb 26, 2008 9:28 pm
- Forum: Code Snippets
- Topic: (c++/OpenGL) Motionblur
- Replies: 33
- Views: 25089
code updated
Followed the threads and tested the code. Just to paste the working code with the latest irrlicht: #ifndef __POST_PROCESS_EFFECT_MOTION_BLUR__ #define __POST_PROCESS_EFFECT_MOTION_BLUR__ #include "irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace...
- Tue Feb 26, 2008 9:25 pm
- Forum: Advanced Help
- Topic: Tried separate render thread: isWindowActive returns false?!
- Replies: 3
- Views: 527
Tried separate render thread: isWindowActive returns false?!
i came up with the idea to have irrlicht rendering and physics in separate threads. I use irrlicht for displaying custom physical simulations. As the physics solver is heavy, it always hangs when I integrated it into the main loop rendering. My attempt to seperate it into thread (code below) failed ...
- Tue Feb 26, 2008 9:16 pm
- Forum: Code Snippets
- Topic: loading within another thread on Linux using POSIX
- Replies: 11
- Views: 3750
irrlicht can be multithreaded with this patch ?
I just came across fences when a have a separate irrlicht render thread. The window was not painting any more if the while(-run()) loop is in another thread (boost thread).
Does this mean irrlicht was not capable of these things, *BUT* this modification shall fix it ?
Does this mean irrlicht was not capable of these things, *BUT* this modification shall fix it ?