Search found 12 matches

by Minnek
Sun Oct 11, 2009 10:47 pm
Forum: Bug reports
Topic: [no bug] Linux + compiling Irrlicht 1.6
Replies: 4
Views: 620

I'm positive I have a version higher than 1.3, and it appears to be defined in my glext.h file at the path /usr/include/GL/glext.h.

Is there a way to check what path is being used for GL includes? Maybe it's looking somewhere else that the glext file doesn't exist?
by Minnek
Sun Oct 11, 2009 9:19 pm
Forum: Bug reports
Topic: [no bug] Linux + compiling Irrlicht 1.6
Replies: 4
Views: 620

[no bug] Linux + compiling Irrlicht 1.6

Having issues compiling in Fedora 11 with gcc 4.1.1. While trying to make in the source/Irrlicht folder, I get this set of errors and it halts the make process: g++ -Wall -pipe -fno-exceptions -fno-rtti -fstrict-aliasing -g -D_DEBUG -I../../include -Izlib -Ijpeglib -Ilibpng -I/usr/X11R6/include -DIR...
by Minnek
Thu Nov 20, 2008 6:49 am
Forum: Beginners Help
Topic: Irrlicht graphics glitch? Or am I stupid? :D
Replies: 3
Views: 449

Irrlicht graphics glitch? Or am I stupid? :D

I'm not sure what I'm doing wrong, but I'll show the fruits of my labor here: http://i260.photobucket.com/albums/ii40/kenuta/testSS_shot0000.jpg http://i260.photobucket.com/albums/ii40/kenuta/testSS_shot0001.jpg What's going on is, I'm making a custom scene node that contains within it, a call to dr...
by Minnek
Wed Oct 22, 2008 7:41 am
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47679

I just wanted to comment that this demo made the integration and learning curve for Bullet much easier, and inspired a lot of ideas in how to encapsulate and interface between Irrlicht and Bullet in my own game. Kudos and much thanks to the creator. I look forward to any other content, demos, or wha...
by Minnek
Mon Oct 20, 2008 7:11 pm
Forum: Beginners Help
Topic: Is Irrlicht can cut overlapped objects?
Replies: 17
Views: 1570

It's true, I'm currently having 100 health drained because I picked the Doom one. (kudos for being able to dereference this poorly-made reference.) In seriousness, I'm looking into occlusion culling as well. If I find any definitive information through personal research, I'll either post it here or ...
by Minnek
Mon Oct 20, 2008 6:36 am
Forum: Beginners Help
Topic: IrrNewt terrain and Player unit
Replies: 6
Views: 849

Okay, with some modification to my code and some observations, it appears I've solved the crisis I was having, to some extent at least. I can still move up any gradient, but... // Create a node for the loaded model. scene::IAnimatedMeshSceneNode* _MeshSceneNode = Game::CreateMeshNode(filename); // C...
by Minnek
Mon Oct 20, 2008 2:18 am
Forum: Beginners Help
Topic: IrrNewt terrain and Player unit
Replies: 6
Views: 849

I'm using the controller now, yes... it's closer to behaving the way I'd like it to, but I still have an issue with floating off the ground when I move into a slope. I've spent all day working with it and I'm not getting anything halfways satisfactory... at least it's not jittering its rotation now....
by Minnek
Mon Oct 20, 2008 1:46 am
Forum: Beginners Help
Topic: IrrNewt terrain and Player unit
Replies: 6
Views: 849

They stay on the ground now, thanks! However, now they rotate when I'd like them not to, and when I use the getUtils()-avoidRotationOnAllAxes() function, I'm unable to maintain a rotation on them - when I set the rotation, they just turn back to their original direction. Also, now they strangely bou...
by Minnek
Sat Oct 18, 2008 4:51 am
Forum: Beginners Help
Topic: IrrNewt terrain and Player unit
Replies: 6
Views: 849

IrrNewt terrain and Player unit

I'm using a class to interface between the "model" (node + Newton body) and the player, and it basically sets velocity based on direction and etc without affecting the Y velocity. However, this leads to the effect that I don't "follow" the terrain (ie, if I go off of a very gentl...
by Minnek
Mon Sep 22, 2008 1:52 am
Forum: Bug reports
Topic: [hw driver prob]Intel graphics, OpenGL & problems with L
Replies: 6
Views: 2289

Sorry to revive this, but I couldn't see creating a new thread if this one was still open. I've narrowed my problems down thus far to this line of code: gui::IGUIStaticText* text = env->addStaticText( L"Testing", core::rect<s32>(10,453,200,475), true, true, 0, -1, true); When this line is ...
by Minnek
Sun Jul 13, 2008 12:43 am
Forum: Bug reports
Topic: [hw driver prob]Intel graphics, OpenGL & problems with L
Replies: 6
Views: 2289

Sure, no problem. This is the first time I've had an application compiled in Linux fail on me, but running certain games through Wine seems to have similar issues. (Games normally rated as platinum and fully compatible, that is.) GLXGears etc work fine for me. As for my setup... glxinfo reports this...
by Minnek
Sun Jul 06, 2008 3:49 am
Forum: Bug reports
Topic: [hw driver prob]Intel graphics, OpenGL & problems with L
Replies: 6
Views: 2289

[hw driver prob]Intel graphics, OpenGL & problems with L

Let's hope someone here can shed some light on this... I compiled Irrlicht on my laptop in Linux, using the latest gcc and drivers etc. available for Fedora. (Gateway w/ Intel 945GM graphics, using the intel drivers) Everything goes great with the first few tutorials, but once I get to higher tutori...