Search found 9 matches
- Mon Oct 27, 2008 10:42 pm
- Forum: Beginners Help
- Topic: Severe FPS differences with varying processors
- Replies: 12
- Views: 1327
yea well okay, i missed that one. ;) my fault. too fast reading... well then theres still the buggy dll in the sdk which drives users (especially irrlicht newbies like me) nuts. you have to know that theres a nightly build, first. i hope you know what i want to say, it's not very comfortable to have...
- Mon Oct 27, 2008 8:33 pm
- Forum: Beginners Help
- Topic: Severe FPS differences with varying processors
- Replies: 12
- Views: 1327
why does no one get a bug fixed irrlicht.dll for download, instead of letting everyone compile it themselves? would be cool, this bug really sucks, i spend quite some hours looking for a bug in my framework. edit: i recompiled the irrlicht.dll and it works great now, thanks for that fix but i still ...
- Mon Oct 27, 2008 4:15 pm
- Forum: Beginners Help
- Topic: Severe FPS differences with varying processors
- Replies: 12
- Views: 1327
Flame on me if this is a dumb idea, but wouldn't it be possible to just do something like
to get a deltaTime?
At least until this bug is fixed in irrlicht timing.
Code: Select all
f32 deltaTime = 1.0f / myVideoDriver->getFPS();
At least until this bug is fixed in irrlicht timing.
- Fri Oct 17, 2008 9:57 pm
- Forum: Beginners Help
- Topic: IPhysic problem part 2
- Replies: 5
- Views: 745
Solved the problem, by syncing the SCALE and the POSITION of the physics and the irrlicht object. if(m_node->getType() == ESNT_ANIMATED_MESH) { meshColObj.mesh = (IAnimatedMesh*)(((IAnimatedMeshSceneNode*)m_node)->getMesh()); meshColObj.meshnode = m_node; meshColObj.meshScale = m_node->getScale(); I...
- Fri Oct 17, 2008 9:06 pm
- Forum: Beginners Help
- Topic: IPhysic problem part 2
- Replies: 5
- Views: 745
I had problems with casting to IAnimatedMesh from IMesh too. But i solved the problem by importing my levelmesh as animated mesh and not as normal mesh in the irrEdit. So i didn't get a casting error, but i don't collide anyway with this mesh?! I tried collision with boxes before and everything work...
- Wed Oct 15, 2008 2:28 pm
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117441
- Wed Oct 15, 2008 10:51 am
- Forum: Project Announcements
- Topic: Shards (Irrlicht on the iPhone) - with View Preview
- Replies: 44
- Views: 23045
- Mon Oct 13, 2008 6:49 pm
- Forum: Project Announcements
- Topic: Shards (Irrlicht on the iPhone) - with View Preview
- Replies: 44
- Views: 23045
- Sun Oct 12, 2008 9:05 pm
- Forum: Project Announcements
- Topic: Shards (Irrlicht on the iPhone) - with View Preview
- Replies: 44
- Views: 23045
i would really love to see the irrlicht engine on the pandora ( http://www.openpandora.org ) so the first thing will be a open GL ES 1.1 port for the iphone, right? and 2.0 is following right after that one? i started programming my project with irrlicht now, so it should be no big deal to port it t...