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: 904

[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 ...
by muenalan
Tue Mar 18, 2008 4:00 pm
Forum: Advanced Help
Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
Replies: 7
Views: 904

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: 904

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 ...
by muenalan
Fri Feb 29, 2008 7:19 pm
Forum: Advanced Help
Topic: Tried separate render thread: isWindowActive returns false?!
Replies: 3
Views: 649

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 ...
by muenalan
Tue Feb 26, 2008 9:28 pm
Forum: Code Snippets
Topic: (c++/OpenGL) Motionblur
Replies: 33
Views: 27277

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: 649

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 ...
by muenalan
Tue Feb 26, 2008 9:16 pm
Forum: Code Snippets
Topic: Background loading within another thread on Linux using POSIX
Replies: 11
Views: 4601

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 ?