Ok! Hope we can get it to work! :)
You can download my project at: http://www.lia.ufc.br/~yuri/irrodetest.zip
It's very simple, only a test trying to put and than remove a sphere in a world with a terrain constructed from a heightmap.
By the way... I get the "no world!" message too, but to me ...
Search found 4 matches
- Fri May 06, 2011 5:25 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 190715
- Thu May 05, 2011 7:26 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 190715
Ok! Let's be more specific...
After trying your tip, the same error remained. So, I decided to read and understand how "ISceneManager::addToDeletionQueue" works. And I found something strange...
What I want to do is simply to remove an object immediately after its creation, only to learn how could ...
After trying your tip, the same error remained. So, I decided to read and understand how "ISceneManager::addToDeletionQueue" works. And I found something strange...
What I want to do is simply to remove an object immediately after its creation, only to learn how could ...
- Wed May 04, 2011 3:32 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 190715
- Tue May 03, 2011 7:18 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 190715
Removing Objects
Hi,
I'm trying to remove objects from my simulated world.
When I call "pBody->doRemoveFromPhysics()", the physics simulation doesn't affect the object, so I think it was successfully removed from IrrOde.
However, I need to remove it from Irrlicht too and then I call "pBody->ISceneNode::remove ...
I'm trying to remove objects from my simulated world.
When I call "pBody->doRemoveFromPhysics()", the physics simulation doesn't affect the object, so I think it was successfully removed from IrrOde.
However, I need to remove it from Irrlicht too and then I call "pBody->ISceneNode::remove ...