Search found 17 matches

by [DEF]
Wed Jun 29, 2011 6:22 am
Forum: Beginners Help
Topic: Compiling Irrlicht as static library
Replies: 20
Views: 2568

Woah lol calm down guys, jeez. No need to fight :P

Aaaaanyway;
Could be the bug that was patched here: http://irrlicht.svn.sourceforge.net/viewvc/irrlicht/branches/releases/1.7/source/Irrlicht/CFileSystem.cpp?r1=3293&r2=3297

Getting the latest trunk from SVN seems to have it fixed, thanks for ...
by [DEF]
Mon Jun 27, 2011 11:53 am
Forum: Beginners Help
Topic: Compiling Irrlicht as static library
Replies: 20
Views: 2568

Ah, just MinGW32. Latest version from MinGW-get as well. _mingw.h says the version number is 3.18.
by [DEF]
Mon Jun 27, 2011 11:02 am
Forum: Beginners Help
Topic: Compiling Irrlicht as static library
Replies: 20
Views: 2568

I'm just compiling the Irrlicht 1.7.2 source, on Windows 7. Just using the .cbp that comes with the source, which should work right? Looking into it, I think it may be the c++0x standard messing with stuff.. I'll dig some more into it tomorrow, but I think that's it, and maybe defining __STRICT_ANSI ...
by [DEF]
Mon Jun 27, 2011 5:52 am
Forum: Beginners Help
Topic: Compiling Irrlicht as static library
Replies: 20
Views: 2568

try my IrrExtensions... 8)
you can disable the extensions if you don't want them, but you can easily compile Irrlicht with any configuration, also as static lib...
for the usage have a look at the tutorials section, too... ;)

It won't let me specify my Code::Blocks directory for the compiler ...
by [DEF]
Mon Jun 27, 2011 2:01 am
Forum: Beginners Help
Topic: Compiling Irrlicht as static library
Replies: 20
Views: 2568

Compiling Irrlicht as static library

Hi guys, I have the 1.7.2 source and want to compile Irrlicht as a static library. I'm using the latest GCC compiler with Code::Blocks, but when it gets to CFileSystem.cpp, it tells me it can't find _MAX_PATH, or _fullpath. I checked these in the stdlib.h, and they're there. I can't figure out why ...
by [DEF]
Mon Jan 24, 2011 1:43 pm
Forum: Beginners Help
Topic: OctTreeSceneNode - Advantagades/disadvantages?
Replies: 2
Views: 362

Ah cool, thanks for that. I was looking for a quick way to do LOD, but recalculating all the vertices it each time the terrain changes would defeat the purpose :P yeah looks like I'll have to try setting up ROAM or chunked LOD (chunked may be better considering my world is already in chunks). But ...
by [DEF]
Mon Jan 24, 2011 1:40 pm
Forum: Beginners Help
Topic: ICameraSceneNode problems
Replies: 3
Views: 440

Ahaha!! Yes, your camera class is very well set out, thankyou!! :D I've seen other code snippets on the forum that also do it similar. But yours look quite complete!
by [DEF]
Mon Jan 24, 2011 2:07 am
Forum: Beginners Help
Topic: ICameraSceneNode problems
Replies: 3
Views: 440

ICameraSceneNode problems

I'm having problems moving an ICameraSceneNode, it's seems that whenever I go to move it, it points in some weird direction, until I stop moving it. Might be better explained with some code:


ICameraSceneNode* camera = smgr->addCameraSceneNode();
camera->bindTargetAndRotation(true ...
by [DEF]
Mon Jan 24, 2011 1:55 am
Forum: Beginners Help
Topic: OctTreeSceneNode - Advantagades/disadvantages?
Replies: 2
Views: 362

OctTreeSceneNode - Advantagades/disadvantages?

Hi all,

I'm thinking of using an OctTreeSceneNode in my project, used for very large terrain. The way I have the terrain set up is; The world is split into "chunks" and within each chunk there are 16x16x16 voxels, so this means the terrain is destructable (by manipulating voxels), so I'm wondering ...
by [DEF]
Thu Dec 02, 2010 8:23 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 69695

Got this working :D
Is there any way to use this with my own shaders? Just on objects, for example have my box use a glass shader or water shader?
Loading my shaders and applying them with setMaterialType(), but it looks like your deferred rendering is overriding them.
by [DEF]
Mon Oct 04, 2010 2:36 am
Forum: Beginners Help
Topic: Creating a cube (12 verts?)
Replies: 2
Views: 458

OH this makes sense! xD thanks :D
by [DEF]
Sun Oct 03, 2010 7:21 am
Forum: Beginners Help
Topic: Creating a cube (12 verts?)
Replies: 2
Views: 458

Creating a cube (12 verts?)

So I see many cube meshes using 12 verts:

buffer->Vertices.set_used(12);
buffer->Vertices[0] = video::S3DVertex(0,0,0, -1,-1,-1, cubeColour, 0, 1);
buffer->Vertices[1] = video::S3DVertex(1,0,0, 1,-1,-1, cubeColour, 1, 1);
buffer->Vertices[2] = video::S3DVertex(1,1,0, 1, 1,-1, cubeColour, 1, 0 ...
by [DEF]
Wed Sep 29, 2010 11:27 pm
Forum: Beginners Help
Topic: Adding vertices to meshBuffer / Creating cube with segments
Replies: 0
Views: 688

Adding vertices to meshBuffer / Creating cube with segments

Hi guys,

I've been trying and trying to get my head around this, but the answer keeps eluding me :S

The best I've managed to do is create a function where it makes a 3D grid of vertices, and then links the outside vertices into faces (with messy computations to get the indecies to point to the ...
by [DEF]
Tue Aug 03, 2010 5:57 am
Forum: Beginners Help
Topic: Compiling Irrlicht 1.7.1 Source (DEV-C++, maybe others)
Replies: 2
Views: 354

Haha yeah, Dev-C++ is getting a bit dusty now, was the first IDE I ever used (it has love :P)
After about two years of giving Irrlicht a break, I decided to come back to it for some projects (and I'm not going through all the trouble of setting up OGRE again lol)
But yeah, I think I'll start using ...
by [DEF]
Tue Aug 03, 2010 12:55 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 69695

Hi, I have a problem :S
when i change the mesh in my IAnimatedMeshSceneNode's using setMesh(), they completely disappear :O normal scene nodes that are just sitting in the scene (not modified at all) are not affected.
This doesn't happen when I'm not using the deferred renderer, so I'm wondering if ...