Search found 54 matches

by Mikhail9
Sun Jan 31, 2010 3:41 am
Forum: Beginners Help
Topic: Irrlicht DLL crashing -- binary incompatibility?
Replies: 6
Views: 447

This reminds me of a question I had before. With no criticism intended, because I love using Irrlicht and I'm grateful that it exists, I am curious as to why it should have errors (warnings maybe, but errors?) when building on other compilers? Is it not ANSI C++ with the exception of the DirectX and...
by Mikhail9
Mon Jan 18, 2010 4:29 am
Forum: Bug reports
Topic: [fixed] unnecessary vertex duplication
Replies: 16
Views: 3118

It's a sticky issue, mostly as a matter of choosing a convention, which you've now done. I think that the == and != operators are most useful in a graphics engine if they do independently compare x,y and z components, as you have it now. As we're working with computers, that's going to require a tol...
by Mikhail9
Tue Jan 12, 2010 10:58 pm
Forum: Off-topic
Topic: Wierd noise coming from GPU in irrlicht shader example
Replies: 18
Views: 2900

Re: reply

try this, make a simple electromagnet : 1 nail, wrap around some isolated wire, and connect the both ends of the wire to a battery, then put that electromagnet next to a radio, you'll hear the same squeaking noise :) You'll also likely burn your fingers in short order, making this even more fun to ...
by Mikhail9
Mon Dec 28, 2009 8:02 pm
Forum: Beginners Help
Topic: Which Physics Library Do You Use And Why?
Replies: 5
Views: 563

I have been using Bullet for pretty much the same reason: it was the first one I tried. I did poke around reading documentation and looking at examples a bit before deciding Bullet was a reasonable choice. There was also some code out there showing how to use it with Irrlicht. Just to hedge my bets,...
by Mikhail9
Thu Nov 26, 2009 6:22 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 172608

As others have noted, I also find the scaling does not work. The trunks scale properly but the leaves do not. If you keep scaling the tree down, you just end up with a big puff-ball of leaves (that are too big). Perhaps I'm doing something wrong, but in examining the code, I do see the scale vector ...
by Mikhail9
Mon Nov 16, 2009 7:03 am
Forum: Advanced Help
Topic: Custom rendering order with no need for a z buffer
Replies: 8
Views: 2217

After a lot of time digging in the forum trying to figure out why my shadows quit working when my mini-map was on the screen, I discovered they worked when I set the map node as invisible in order to completely prevent the first render pass from drawing it. Apparently, it's presence close to the cam...
by Mikhail9
Tue Jun 30, 2009 7:17 am
Forum: Advanced Help
Topic: Crash using createMeshCopy
Replies: 4
Views: 499

You're right. It is fixed there. The version of CMeshManipulator::createMeshCopy() in the SVN trunk doesn't cause a crash when cloning .x files.

Thanks!
by Mikhail9
Tue Jun 30, 2009 4:42 am
Forum: Advanced Help
Topic: Crash using createMeshCopy
Replies: 4
Views: 499

No problem. I thought maybe this was a known thing there was an easy answer to. Maybe there still is. I have modified the 01.HelloWorld code to demonstrate the problem. Look for the Interesting Part in the code and comment in or out some different cases. I have included a sample .x file of mine (and...
by Mikhail9
Mon Jun 29, 2009 8:50 am
Forum: Advanced Help
Topic: Crash using createMeshCopy
Replies: 4
Views: 499

Crash using createMeshCopy

I am having trouble with IMeshManipulator::createMeshCopy. The following code (where ism is the ISceneManager*): IMesh* mesh = ism->getMesh("mymesh.x")->getMesh(0); SMesh* clone = ism->getMeshManipulator()->createMeshCopy(mesh); crashes. I have traced this to the point where createMeshCopy...