Search found 40 matches

by lokiare
Fri Jul 08, 2011 8:31 pm
Forum: Beginners Help
Topic: Which Animator is which?
Replies: 2
Views: 194

Re: Which Animator is which?

Cool... Based on your code got it working great with :

Code: Select all

 
for each (ISceneNodeAnimator * animator in node->getAnimators())
{
        if (animator && animator->getType() == ESNAT_COLLISION_RESPONSE)
        {
        }
}
 
by lokiare
Wed Jul 06, 2011 8:00 pm
Forum: Beginners Help
Topic: Which Animator is which?
Replies: 2
Views: 194

Which Animator is which?

If I have several animators attached to an IAnimatedMeshSceneNode, how do I tell which one is which? For instance to get a list I can use animatedMeshSceneNode->GetAnimators(). Which gives me an Irrlicht style list of animators, but how do I tell from that list which is my collisionresponse animator...
by lokiare
Mon Feb 21, 2011 6:47 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 168318

I got it to compile and everything is running ok, but I can't seem to find what I need to integrate it. The examples are a little cryptic. I am kind of looking for a tutorial style documentation that steps you through writing a simple program and explains what each component is and does as they are ...
by lokiare
Mon Feb 21, 2011 6:16 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 168318

Is there a tutorial or quick-start guide somewhere. I'm new to physics engines and I'm looking at this one, but I have no idea how to integrate it. The tutorial I found on the internet was for a previous version and it was incomplete. Thanks in advance.
by lokiare
Thu Aug 27, 2009 7:18 pm
Forum: Beginners Help
Topic: How do you remove GUI elements from memory
Replies: 5
Views: 524

Ok, after fixing the bug that somehow skips the destructor, I put in ::remove() and it works fine now. Thank you.
by lokiare
Thu Aug 27, 2009 6:56 pm
Forum: Beginners Help
Topic: How do you remove GUI elements from memory
Replies: 5
Views: 524

I've found a bug, my destructor is never called. For some reason my array retains my gamestate even though I tell it to ::erase() it.
by lokiare
Thu Aug 27, 2009 6:36 pm
Forum: Beginners Help
Topic: How do you remove GUI elements from memory
Replies: 5
Views: 524

IGUIElement::remove() doesn't work. The documentation says it just removes it from the parent which might mean it just unattaches it, but doesn't get rid of it.
by lokiare
Thu Aug 27, 2009 8:42 am
Forum: Beginners Help
Topic: How do you remove GUI elements from memory
Replies: 5
Views: 524

How do you remove GUI elements from memory

I've searched and looked around the forums and looked through the documentation. I haven't found a good way of removing loaded resources once I know I'm done with them. what I'm specifically trying to remove are things like unused GUI elements, and Textures. I don't want them loaded into memory as t...
by lokiare
Thu Apr 23, 2009 2:21 am
Forum: Beginners Help
Topic: My collision detection doesnt work :{
Replies: 4
Views: 463

First you have to understand how the collision detection works. In this case it is a direct triangle collision test. The problem lies in that the only objects you should test for collision are the ones that move, so what you need to do is create a meta selector (its just a selector that holds all th...
by lokiare
Fri Feb 27, 2009 4:58 am
Forum: Advanced Help
Topic: [Port] I'm trying to port irrlicht to PSPSDK under cygwin...
Replies: 33
Views: 5350

This is my output after I renamed all glext.h to glext.h.old, except for the pspGL one: EXPORTS=1 -c -o COpenGLDriver.o COpenGLDriver.cpp In file included from COpenGLDriver.h:24, from COpenGLDriver.cpp:5: COpenGLExtensionHandler.h: In member function 'void irr::video::COpenGLExtension Handler::extG...
by lokiare
Fri Feb 27, 2009 4:36 am
Forum: Advanced Help
Topic: [Port] I'm trying to port irrlicht to PSPSDK under cygwin...
Replies: 33
Views: 5350

What do you mean by which device?
by lokiare
Thu Feb 26, 2009 6:18 pm
Forum: Advanced Help
Topic: [Port] I'm trying to port irrlicht to PSPSDK under cygwin...
Replies: 33
Views: 5350

here is the output when I build it without the extension pointers: COpenGLExtensionHandler.h: In member function 'void irr::video::COpenGLExtension Handler::extGlGenPrograms(GLsizei, GLuint*)': COpenGLExtensionHandler.h:899: error: 'glGenProgramsARB' was not declared in thi s scope COpenGLExtensionH...
by lokiare
Thu Feb 26, 2009 6:04 pm
Forum: Bug reports
Topic: [FIX] cygwin compilation
Replies: 5
Views: 712

Just to clarify, cygwin doesn't support swprintf. It is only used in one place in the entire engine. This is the solution to get it to compile under cygwin, for windows (not PSP).
by lokiare
Tue Feb 24, 2009 8:38 pm
Forum: Advanced Help
Topic: [Port] I'm trying to port irrlicht to PSPSDK under cygwin...
Replies: 33
Views: 5350

Ok, I'll build it again with that ifndef'd out
by lokiare
Mon Feb 23, 2009 11:16 pm
Forum: Advanced Help
Topic: [Port] I'm trying to port irrlicht to PSPSDK under cygwin...
Replies: 33
Views: 5350

Ok, I got it down to just one little ( lol ) error: /usr/local/pspdev/psp/sdk/lib/build.mak:202: warning: ignoring old commands for target `clean' psp-g++ -I/usr/local/pspdev/psp/sdk/../include/GL -I/include -I/usr/local/pspdev /psp/sdk/../include -I/usr/local/pspdev/psp/sdk/../../include -I/usr/loc...