Search found 18 matches

by Qps
Thu Nov 22, 2012 2:25 pm
Forum: Beginners Help
Topic: Light
Replies: 2
Views: 381

Re: Light

Thank you, this was indeed the case.
by Qps
Thu Nov 22, 2012 8:37 am
Forum: Beginners Help
Topic: Light
Replies: 2
Views: 381

Light

Hi, I have created the following draws a custom scenenode which: Draws an object at the camera target which scales so the size in pixels stays the same. Creates a directional light The Light: Rotates with the camera so the light is always to the left of the object Is always at a fixed distance in pi...
by Qps
Tue Nov 06, 2012 6:56 am
Forum: Beginners Help
Topic: Draw scenenode "Always on top"
Replies: 7
Views: 594

Re: Draw scenenode "Always on top"

thanks for your reply, Ill try that today.
by Qps
Mon Nov 05, 2012 2:59 pm
Forum: Beginners Help
Topic: Draw scenenode "Always on top"
Replies: 7
Views: 594

Draw scenenode "Always on top"

Hi all, i was wondering how i could ensure that a scenenode is drawn in front of everything else. im using directx not opengl. I tried playing about with: m_material.ZBuffer = irr::video::ECFN_ALWAYS; And: m_material.ZWriteEnable = false; Unfortunately every thing i tried resulted in the node being ...
by Qps
Fri Mar 02, 2012 2:40 pm
Forum: Advanced Help
Topic: Resizing errors
Replies: 2
Views: 421

Re: Resizing errors

I was using 1.7.2 and upgraded my project to 1.7.3 yesterday, havent seen the problem since.

thanks
by Qps
Thu Mar 01, 2012 9:56 am
Forum: Advanced Help
Topic: Resizing errors
Replies: 2
Views: 421

Resizing errors

hi im trying to resize my device, now i get errors and eventually a crash. The error i get is the following: Direct3D9: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before ResetEx can succeed. ResetEx Fails. pVideodriver->OnResize(irr::core::dimension2d<irr::u32>(width, height));...
by Qps
Wed Feb 29, 2012 1:15 pm
Forum: Bug reports
Topic: CD3D9Driver::reset() HRESULT check
Replies: 0
Views: 398

CD3D9Driver::reset() HRESULT check

Hi In CD3D9Driver::reset() the pID3DDevice is reset, i believe the check for the result isnt in the correct place. I believe the code should be changed: HRESULT hr = pID3DDevice->Reset(&present); /* Code to be moved*/ if (FAILED(hr)) {         /* All the error checks */         return false; }  ...
by Qps
Mon Feb 20, 2012 10:46 am
Forum: Bug reports
Topic: [fixed]CIrrDeviceWin32 SetActiveWindow Fail
Replies: 1
Views: 334

[fixed]CIrrDeviceWin32 SetActiveWindow Fail

The following functions are called even if ExternalWindow is set to false SetActiveWindow SetForegroundWindow This causes the program to hang when using a child window handle, i think a check should be placed: if(!ExternalWindow) { // set this as active window SetActiveWindow(HWnd); SetForegroundWin...
by Qps
Tue Jan 31, 2012 10:19 am
Forum: Code Snippets
Topic: Killing reference counted objects
Replies: 31
Views: 8475

Re: Killing reference counted objects

I used the CTerrainSceneNode as a reference, but i dont see it storing or removing any mesh buffers to a cache. Now please correct me if im wrong, but isnt it so that you can optionally add meshes to the mesh cache and if you do then you should make sure you remove them when dropping the mesh (when ...
by Qps
Tue Jan 31, 2012 8:40 am
Forum: Code Snippets
Topic: Killing reference counted objects
Replies: 31
Views: 8475

Re: Killing reference counted objects

Hi, I created a scenenode which dynamically loads/drops some meshbuffers, however im having some trouble with dropping the meshes. Now i noticed that my application has a memory leak, I use the following code to drop the mesh:   if(!m_pMeshBuffer->drop() {         CString sMsg;   sMsg.Format("%...
by Qps
Mon Aug 08, 2011 6:49 am
Forum: Open Discussion and Dev Announcements
Topic: OpenGL tesselation NEED TESTERS[DONE+RELEASE+DOWNLOAD]
Replies: 21
Views: 8642

Re: OpenGL tesselation anyone??

Hi,

This is looking pretty nice. I was wondering what the status of your project is, since your last post was in June.

I would love to use tesselation, will you be releasing some code so we can all play with it?
by Qps
Fri Aug 05, 2011 12:48 pm
Forum: Bug reports
Topic: CTerrainSceneNode
Replies: 2
Views: 418

Re: CTerrainSceneNode

Of course your right missed that Ill update my first post.
by Qps
Fri Aug 05, 2011 11:40 am
Forum: Bug reports
Topic: CTerrainSceneNode
Replies: 2
Views: 418

CTerrainSceneNode

Hi, I was looking into the CTerrainSceneNode, I found a few lines of code which could be simplified: line 629: const f32 distance = (cameraPosition.X - TerrainData.Patches[j].Center.X) * (cameraPosition.X - TerrainData.Patches[j].Center.X) +                               (cameraPosition.Y - TerrainD...
by Qps
Wed Aug 03, 2011 7:15 am
Forum: Advanced Help
Topic: Distance to bounding box
Replies: 2
Views: 1165

Distance to bounding box

Hi Im trying to deterimine the distance between the camera position and a bounding box. I want to know if the bounding box is in front or behind the camera. So i tried the following: //Determine the distance from the camera to the closest edge of the bounding box AbsoluteTransformation.transformBoxE...
by Qps
Tue Aug 02, 2011 9:21 am
Forum: Bug reports
Topic: Change HWND set in device
Replies: 4
Views: 838

Re: Change HWND set in device

I think that if this is possible the following function might not be needed anymore:   irr::video::SExposedVideoData data(m_hwnd); m_pVideoDriver->beginScene(true, true, 0, data); as every thing can just use the hwnd set in the device. Although you could do a quick render to a different HWND this way.