Search found 7 matches

by muenalan
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 << ...
by muenalan
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(..) { //...
by muenalan
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...
by muenalan
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...
by muenalan
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...
by muenalan
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 ...
by muenalan
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 ?