A little update:
I managed to get the camera to rotate, by calling OnEvent for the camera node which in turn sends the event to the ISceneNodeAnimatorCameraFPS of the camera. So now the camera can move and rotate.
A problem persists though: translation is not made along the camera direction, but ...
Search found 46 matches
- Wed Aug 20, 2008 3:35 pm
- Forum: Beginners Help
- Topic: Irrlicht and Tumle camera rotation problem
- Replies: 3
- Views: 439
- Tue Aug 19, 2008 9:56 pm
- Forum: Beginners Help
- Topic: Irrlicht and Tumle camera rotation problem
- Replies: 3
- Views: 439
Ok, thank you. I've also been experimenting with irrNewt and managed to compile it using the Irrlicht SVN version. For anyone else interested in this: use the irrNewt svn version source files and includes copied over the normal (0.4) version, and the project should compile after a small modification ...
- Tue Aug 19, 2008 3:45 pm
- Forum: Beginners Help
- Topic: Irrlicht and Tumle camera rotation problem
- Replies: 3
- Views: 439
Irrlicht and Tumle camera rotation problem
Hello,
I have a problem. For an older project I've been using the Tumle physics wrapper. Recently I've recompiled the project using the SVN version of Irrlicht, and now the Tumle physics FPS camera doesn't work correctly anymore. I can translate the camera, but rotation doesn't work. Were there any ...
I have a problem. For an older project I've been using the Tumle physics wrapper. Recently I've recompiled the project using the SVN version of Irrlicht, and now the Tumle physics FPS camera doesn't work correctly anymore. I can translate the camera, but rotation doesn't work. Were there any ...
- Sat Aug 09, 2008 4:31 am
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
- Fri Aug 08, 2008 3:52 pm
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
- Fri Aug 08, 2008 1:15 pm
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
No. I'm using 1.4. I'll also try the SVN version. I did some more tests.
1. normal b3d mesh, 3000 iterations - did not stabilize.
2. a very simple b3d mesh - 3 textures and no lightmaps, 3000 iterations - same problem.
3. the mesh from 2 in x format - no problem (at least regarding memory, the mesh ...
1. normal b3d mesh, 3000 iterations - did not stabilize.
2. a very simple b3d mesh - 3 textures and no lightmaps, 3000 iterations - same problem.
3. the mesh from 2 in x format - no problem (at least regarding memory, the mesh ...
- Fri Aug 08, 2008 10:50 am
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
- Thu Aug 07, 2008 6:11 pm
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
A little update: even after I removed exacly the needed textures and lightmaps, it would still crash when loading my test location, which is a b3d file with a lot of textures and lightmaps, so a lot of mesh buffers. The dwarf mesh with one texture and so one lightmap worked fine. I don't know exacly ...
- Thu Aug 07, 2008 2:54 pm
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
The code is for the crashing version. I still can't make it to work. I've put the texture names in an array, extracted the unique names and only removed those. So now it removes the textures, but still crashes on the next frame. I've also tried node->setMesh instead or removing the node but it doesn ...
- Thu Aug 07, 2008 12:37 pm
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
- Thu Aug 07, 2008 11:13 am
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
At this point the code is pretty messy, spread around in a couple of classes and largely uncommented, so I don't know how much help it would be. But I'll try something else: make a very simple test program not connected to the application, and see if the problem persists.
About the textures, yes for ...
About the textures, yes for ...
- Thu Aug 07, 2008 8:32 am
- Forum: Bug reports
- Topic: [fixed]Memory leak
- Replies: 24
- Views: 2422
[fixed]Memory leak
Hello,
I'm having some problems regarding memory management in an application I'm working on. The world is structured in locations, and each location can contain triggers, objects, etc. For now only triggers are implemented. The problem is that when a location is cleared and a new one is loaded I'm ...
I'm having some problems regarding memory management in an application I'm working on. The world is structured in locations, and each location can contain triggers, objects, etc. For now only triggers are implemented. The problem is that when a location is cleared and a new one is loaded I'm ...
- Tue Aug 05, 2008 10:17 am
- Forum: Project Announcements
- Topic: Procedural Nebulae
- Replies: 9
- Views: 7092
Could you also post a FPS value for the example application. If the example application runs faster for the same example then maybe there's a problem with your program. The example was compiled with Irrlicht 1.4 and uses the DirectX driver. (In OpenGL there is a problem with rendering billboards ...
- Tue Jul 29, 2008 6:57 pm
- Forum: Project Announcements
- Topic: Procedural Nebulae
- Replies: 9
- Views: 7092
- Tue Jul 29, 2008 5:48 pm
- Forum: Project Announcements
- Topic: Procedural Nebulae
- Replies: 9
- Views: 7092