Search found 54 matches
- 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...
- 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...
- 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 ...
- 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,...
- 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 ...
- 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...
- Tue Jun 30, 2009 7:17 am
- Forum: Advanced Help
- Topic: Crash using createMeshCopy
- Replies: 4
- Views: 499
- 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...
- 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...