Hi everyone,
I declared a
core::map<core::stringw, core::map<core::stringw, core::stringw> > m_data;
and then I try to retrieve a value in the second map
const core::map<core::stringw, core::stringw>& set = m_data[group];
core::stringw retValue = set[key];
But it doesn't work...
INIFile ...
Search found 10 matches
- Mon Feb 21, 2011 9:15 pm
- Forum: Beginners Help
- Topic: Problem with core::map
- Replies: 0
- Views: 575
- Sun May 02, 2010 3:42 pm
- Forum: Beginners Help
- Topic: Saving game progess
- Replies: 2
- Views: 381
Saving game progess
Hi,
I would like to make a function that allows user to save his game progess at anytime. I was thinking about serialization but I don't know much how to achieve that in C++.
I found Boost serialization library but I wonder if there exist something more automatic. I mean like in java langage where ...
I would like to make a function that allows user to save his game progess at anytime. I was thinking about serialization but I don't know much how to achieve that in C++.
I found Boost serialization library but I wonder if there exist something more automatic. I mean like in java langage where ...
- Sat Feb 20, 2010 1:02 am
- Forum: Beginners Help
- Topic: Ambient lighting
- Replies: 5
- Views: 1096
- Tue Feb 16, 2010 8:16 pm
- Forum: Beginners Help
- Topic: Ambient lighting
- Replies: 5
- Views: 1096
Ambient lighting
How I can get a correct shaded node with just ambient light ? I mean like on this screenshot :

In spite of trying many things with material, my cube is fully white.

In spite of trying many things with material, my cube is fully white.
- Wed Jan 27, 2010 8:20 pm
- Forum: Advanced Help
- Topic: Texture splatting without shaders ?
- Replies: 9
- Views: 1282
- Tue Jan 26, 2010 6:18 pm
- Forum: Advanced Help
- Topic: Texture splatting without shaders ?
- Replies: 9
- Views: 1282
- Mon Jan 25, 2010 8:24 pm
- Forum: Advanced Help
- Topic: Texture splatting without shaders ?
- Replies: 9
- Views: 1282
Texture splatting without shaders ?
Is there a way to acheive texture splatting without usage of shaders ? I found some informations about Sprintz' irrlicht which would implement this but there is no link to download it.
For those who already used 3D World Studio : did you understand how texture splatting is working in this software ...
For those who already used 3D World Studio : did you understand how texture splatting is working in this software ...
- Thu Jan 07, 2010 6:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht containers
- Replies: 4
- Views: 1764
- Thu Jan 07, 2010 12:42 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht containers
- Replies: 4
- Views: 1764
- Wed Jan 06, 2010 9:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht containers
- Replies: 4
- Views: 1764
Irrlicht containers
Hi everyone,
I'm new to Irrlicht (but it really seems to be awesome ^^) and I was just wondering why the engine has his own containers instead of using c++ standard libs ?
I'm new to Irrlicht (but it really seems to be awesome ^^) and I was just wondering why the engine has his own containers instead of using c++ standard libs ?