I have played with these multithread-Dings within my test-project (this original "Movement" example) and I forgot to rebuild the whole IrrNetLite.. after it, it works perfectly !
thanks again!
Thanks you your answer zerochen, but it doesn't help :( I can only change the Runtime Library to Multi-Threaded / with debug or DLL... and I have never played with this setting before.
I have started again with just original Irrlicht project (the "Movement" one):
Hi, Im trying to compile IrrNetLite (the first example) in MS Visual Studio 2008 and after adding irrNetLite.lib to my project (it's just the code from example1.cpp) it gives this kind of linker errors:
You can use 3DS MAX and My3D plugin, simple export your map to My3D format and load it into your scene. My3D allows you to export it with Lightmaps too. For simple objects you can use MAX' 3DS format , load it into Irrlicht and apply textures/materials manually.
scene nodes require 'remove' not 'delete' or 'drop'.
Thank you very much !
I forgot completely to use "remove" ! (brr.. shame!) :x For common nodes im using: "smgr->addToDeletionQueue(....);" and it works always, so I was confused as RealisticWater crashed.
First: thank you very much for this feature! it looks awesome !
But: Is it possible to remove RealisticWaterSceneNode ? I tried using both: delete (..) and smgr->addToDeletionQueue(..) and it causes always a crash :(
Maybe the "registerNodeForRendering" shoud be first "unregistered" ? or i don't ...
into my Reciever to see what codes (if any) it returns. and for [ = 91 and for ] = 93 -their ASCII codes, and its ok. Of corse still no response for ALT keys ( KEY_MENU / KEY_RMENU / KEY_LMENU ) it this way ...
I even did copy & paste it (just to test your code) into the 04 Movement example (these lines in main-loop from your post) and it didn't work... (with the original receiver of corse, exactly as above)
Im using standard 101/102 keyboard , (english, QWERTY layout). all under XP.
I just wanted to see the difference between these two transparent methods (EMT_TRANSPARENT_ALPHA_CHANNEL_REF should be a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL)
To do it, i placed random about 900 simple nodes with "_REF" transparency and a camera to count FPS, but to my ...
I think there is something wrong in EMT_TRANSPARENT_ALPHA_CHANNEL_REF under DirectX
It produces no transparency at all ( PNG with Alpha channel was used, TGA too ) and the node stay solid, under video::EDT_OPENGL is everything ok, transparency works.