Search found 46 matches

by Iaro
Wed Aug 20, 2008 3:35 pm
Forum: Beginners Help
Topic: Irrlicht and Tumle camera rotation problem
Replies: 3
Views: 439

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 ...
by Iaro
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 ...
by Iaro
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 ...
by Iaro
Sat Aug 09, 2008 4:31 am
Forum: Bug reports
Topic: [fixed]Memory leak
Replies: 24
Views: 2422

No problem :). Thanks for writing the patch Rogerborg. The b3d format is really useful for getting data from Blender, and much easier to use than 2 intermediary obj files (for textures and lightmaps) that have to be combined.
by Iaro
Fri Aug 08, 2008 3:52 pm
Forum: Bug reports
Topic: [fixed]Memory leak
Replies: 24
Views: 2422

I downloaded the SVN build 1471 from the nightly build server, and now it's working fine :D.
Some more test I did:

1. very simple mesh, no lightmaps , 3000 iterations - stable
2. normal b3d (textures+lightmaps), 1000 iterations - stable after 4 iterations.
3. alternating between loading two meshes ...
by Iaro
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 ...
by Iaro
Fri Aug 08, 2008 10:50 am
Forum: Bug reports
Topic: [fixed]Memory leak
Replies: 24
Views: 2422

I've done some tests using Rogerborg's memory function:

1. b3d mesh, 100 iterations: the memory increases. Data

2. different b3d meshes, 100 iterations, same problem. Data

3. b3d mesh, 1000 iterations. Noticeable leak. Data

4. x mesh (dwarf.x), 1000 iterations. Stable. Data

5. x mesh (the ...
by Iaro
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 ...
by Iaro
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 ...
by Iaro
Thu Aug 07, 2008 12:37 pm
Forum: Bug reports
Topic: [fixed]Memory leak
Replies: 24
Views: 2422

This is a simple program for loading/releasing a location:

#include <iostream>
using namespace std;

#include "irrlicht.h"
#pragma comment(lib, "Irrlicht.lib")
using namespace irr;
using namespace core;
using namespace gui;
using namespace io;
using namespace video;
using namespace scene;

bool ...
by Iaro
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 ...
by Iaro
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 ...
by Iaro
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 ...
by Iaro
Tue Jul 29, 2008 6:57 pm
Forum: Project Announcements
Topic: Procedural Nebulae
Replies: 9
Views: 7092

You can have ~ (2^20)/2 particles. From tests the largest number of particles is 524287 before the polycount resets from about a million to zero. If you want to see individual "stars" for the galaxy generator either a smaller number of particles or a larger size for the galaxy can be used. The ...
by Iaro
Tue Jul 29, 2008 5:48 pm
Forum: Project Announcements
Topic: Procedural Nebulae
Replies: 9
Views: 7092

The license is zlib.