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 ...
Search found 17 matches
- Wed Jun 29, 2011 6:22 am
- Forum: Beginners Help
- Topic: Compiling Irrlicht as static library
- Replies: 20
- Views: 2568
- Mon Jun 27, 2011 11:53 am
- Forum: Beginners Help
- Topic: Compiling Irrlicht as static library
- Replies: 20
- Views: 2568
- 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 ...
- Mon Jun 27, 2011 5:52 am
- Forum: Beginners Help
- Topic: Compiling Irrlicht as static library
- Replies: 20
- Views: 2568
- 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 ...
- 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 ...
- Mon Jan 24, 2011 1:40 pm
- Forum: Beginners Help
- Topic: ICameraSceneNode problems
- Replies: 3
- Views: 440
- 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 ...
ICameraSceneNode* camera = smgr->addCameraSceneNode();
camera->bindTargetAndRotation(true ...
- 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 ...
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 ...
- Thu Dec 02, 2010 8:23 am
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 69695
- Mon Oct 04, 2010 2:36 am
- Forum: Beginners Help
- Topic: Creating a cube (12 verts?)
- Replies: 2
- Views: 458
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...