Search found 30 matches
- Thu Feb 26, 2009 1:46 am
- Forum: Beginners Help
- Topic: Basic polymorphism/event receiver
- Replies: 8
- Views: 594
Surprisingly, the hackish cast seems to work. it's not surprisingly and not hackish, sometimes you'll have no other choice than doing such a cast... ;) Any reason why I shouldn't use it? no, not in this case... maybe if you do such a cast inside your main loop, because of performance reasons... I d...
- Thu Feb 26, 2009 1:20 am
- Forum: Beginners Help
- Topic: Basic polymorphism/event receiver
- Replies: 8
- Views: 594
- Thu Feb 26, 2009 12:43 am
- Forum: Beginners Help
- Topic: Basic polymorphism/event receiver
- Replies: 8
- Views: 594
Yeah, well I used the new keyword. So here is my class so far: class CGameEventReceiver : public IEventReceiver { private: CEVENT_STATE mouseStates[2]; CEVENT_STATE keyStates[KEY_KEY_CODES_COUNT]; CPROCESS_STATE processState; CMouseData mouse; IrrlichtDevice* Device; public: CGameEventReceiver(Irrli...
- Wed Feb 25, 2009 3:10 am
- Forum: Beginners Help
- Topic: How to adjust particle size?
- Replies: 2
- Views: 230
- Wed Feb 25, 2009 2:56 am
- Forum: Beginners Help
- Topic: Build a custom skinned scroll bar
- Replies: 2
- Views: 305
Could you be a little more specific?
Are you talking about the built-in GUI namespace (irr::gui) or about a Win32 window? I assume you're talking about irr::gui. In this case, have a look at the API documentation:
[*]Scroll bar
[*]Skin
Good luck!
Are you talking about the built-in GUI namespace (irr::gui) or about a Win32 window? I assume you're talking about irr::gui. In this case, have a look at the API documentation:
[*]Scroll bar
[*]Skin
Good luck!
- Wed Feb 25, 2009 2:48 am
- Forum: Beginners Help
- Topic: Simple collision against heightmap
- Replies: 3
- Views: 490
You can take a look at:
Tutorial #12. Take a specific look at the part that says
Tutorial #12. Take a specific look at the part that says
. Good luck!If you need access to the terrain data you can also do this directly via the following code fragment.
- Wed Feb 25, 2009 2:42 am
- Forum: Beginners Help
- Topic: Basic polymorphism/event receiver
- Replies: 8
- Views: 594
Basic polymorphism/event receiver
Hi :) I've tried to make a simple event receiver class to experience how the whole Irrlicht OOP system worked and to practice polymorphism. ( this being my reacher). The whole thing compiles fine and I thought I had understood it all, but I get Unhandled exception at 0x1010af46 in Client.exe: 0xC000...
- Thu Feb 19, 2009 2:02 am
- Forum: Beginners Help
- Topic: [Ubuntu+Code::Blocks] Irrlicht new project wizard error
- Replies: 6
- Views: 550
I would like to encourage you to create your own Makefile before using some kind of wizardry :). IrrLicht SDK comes with some examples and you can adapt them to your project. Once you will be fluent with g++ “-I”, “-L” and “-l” options, then you will be able to configure any IDE, Code::Blocks, Netb...
- Wed Feb 18, 2009 12:33 am
- Forum: Beginners Help
- Topic: [Ubuntu+Code::Blocks] Irrlicht new project wizard error
- Replies: 6
- Views: 550
- Tue Feb 17, 2009 10:56 pm
- Forum: Beginners Help
- Topic: [Ubuntu+Code::Blocks] Irrlicht new project wizard error
- Replies: 6
- Views: 550
Re: [Ubuntu+Code::Blocks] Irrlicht new project wizard error
My folder has been typed according to the right case, so was "irrlicht.h".randomMesh wrote:Linux is cAsEseNsITivE.
- Tue Feb 17, 2009 8:45 pm
- Forum: Beginners Help
- Topic: [Solved] Creating a Function
- Replies: 9
- Views: 507
void yourFunction(IrrlichtDevice *device) { device->getWhatEverYouWant(); } If I were to use the above code, does this tell the function that the class (device) is located at this memory address? Yes. You could read a bit on pointers . I also recommend reading a similar question and an excellent ar...
- Tue Feb 17, 2009 8:22 pm
- Forum: Beginners Help
- Topic: [Ubuntu+Code::Blocks] Irrlicht new project wizard error
- Replies: 6
- Views: 550
[Ubuntu+Code::Blocks] Irrlicht new project wizard error
Hi :) I've recently switched to Ubuntu and Code::Blocks and tried creating an irrlicht project with the (surprisingly) built-in irrlicht project wizard. But I get an error at some point: http://localhostr.com/files/03615b/Screenshot.png It tells me it can't find Irrlicht.h, while it is there, in the...
- Sun Feb 15, 2009 11:58 pm
- Forum: Beginners Help
- Topic: tree[d] trees render with low FPS, probably because of code.
- Replies: 12
- Views: 578
Ok, just tested it my own. The b3d export also does write animations into the file. The bones are moving (check with the meshviewer), but seems to be unconnected with the vertices. Don't know if the file is broken or the Irrlicht loader does not import the animations properly. The .x file doesn't l...
- Sun Feb 15, 2009 8:24 pm
- Forum: Beginners Help
- Topic: tree[d] trees render with low FPS, probably because of code.
- Replies: 12
- Views: 578
2-It had about 381 materials, for each leaf and each face of the tree. Yeah there's the problem. I guess the B3D file uses joints for each bunch of leaves, meaning Irrlicht loads it in separate groups so you can move the joints around without deforming them (for things like moving platforms in a wo...
- Sun Feb 15, 2009 8:04 pm
- Forum: Beginners Help
- Topic: tree[d] trees render with low FPS, probably because of code.
- Replies: 12
- Views: 578
Try setting Material.MaterialTypeParam = 0.5 to fix the transparency problem. Another thing, the meshes may contain lots of mesh buffers, it depends on the layout of the B3D file. If so then a simple mesh format will give you better results, try converting it to OBJ, 3DS or another static mesh form...