Search found 41 matches
- Wed Mar 27, 2013 4:48 am
- Forum: Beginners Help
- Topic: MSVC 2010 Release build different than Debug? [SOLVED]
- Replies: 3
- Views: 472
Re: MSVC 2010 Release build different than Debug? [SOLVED]
oof, that was an intense debugging session. Finally figured it out. I don't know the exact details between MSVC 2010 Express' debug build and the release build, but my research yielded a couple major things. Release builds generally include compiler optimizations, as well as handling uninitialized v...
- Sun Mar 24, 2013 6:25 pm
- Forum: Beginners Help
- Topic: MSVC 2010 Release build different than Debug? [SOLVED]
- Replies: 3
- Views: 472
MSVC 2010 Release build different than Debug? [SOLVED]
My game works fine when built under the Debug configuration in MSVC 2010 Express, but my custom scene nodes are not rendering correctly when I build under the Release config. Instead of rendering EPT_QUADS I'm getting 3d lines that look like they span the aabbox extents? I've carefully ensured that ...
- Thu Feb 07, 2013 3:44 am
- Forum: Beginners Help
- Topic: How to create a wireframe material? [SOLVED]
- Replies: 23
- Views: 4029
Re: How to create a wireframe material?
Irrlicht users and admin are very nice. Nobody has pointed out how inefficient and ugly my code is : ) Anyway, I've been studying C++ and reading Scott Meyers. Improving, but I still have a long way to go. Here is another, simpler way to render wireframes on top of a mesh using a matrix. // buil...
- Sun Jan 27, 2013 6:57 pm
- Forum: Beginners Help
- Topic: How to add custom scene node types? [SOLVED]
- Replies: 3
- Views: 888
Re: How to add custom scene node types? [SOLVED]
Solution: Implement the ISceneNodeFactory interface. I just copy and pasted from CDefaultSceneNodeFactory.h and .cpp, and changed a few things: obviously changed the name, (my)SceneNodeFactory filled the (Supported)SceneNodeTypes array with my 'casted' custom types like this: kxSceneNodeTypes.pu...
- Sun Jan 27, 2013 6:00 am
- Forum: Beginners Help
- Topic: How to add custom scene node types? [SOLVED]
- Replies: 3
- Views: 888
Re: How to add custom scene node types?
Thanks, chrono Yeah, I've used that technique before, just casting an integer might work. But I'll try to clarify my problem. I want to use smgr->saveScene and loadScene to work with my scene. But I have custom classes that I've derived from ISceneNode. When the scene manager is loading a .irr file,...
- Sun Jan 27, 2013 2:17 am
- Forum: Beginners Help
- Topic: How to add custom scene node types? [SOLVED]
- Replies: 3
- Views: 888
How to add custom scene node types? [SOLVED]
For solution see last post. Problem: I'm deriving my custom scene node from ISceneNode and have written my own serialize and deserialize methods which add the custom properties to the IAttributes object to be written into the .irr file when calling smgr->saveScene( ... ); So far so good, I see my cu...
- Fri Jan 18, 2013 1:51 am
- Forum: Bug reports
- Topic: linker errors CShadowVolumeNode deriving from IMeshSceneNode
- Replies: 3
- Views: 1096
Re: linker errors CShadowVolumeNode deriving from IMeshScene
kxCubeNode.obj : error LNK2001: unresolved external symbol "public: __thiscall irr::scene::CShadowVolumeSceneNode::CShadowVolumeSceneNode(class irr::scene::IMesh const *,class irr::scene::ISceneNode *,class irr::scene::ISceneManager *,int,bool,float)" (??0CShadowVolumeSceneNode@scene@irr@...
- Thu Jan 17, 2013 6:45 am
- Forum: Bug reports
- Topic: linker errors CShadowVolumeNode deriving from IMeshSceneNode
- Replies: 3
- Views: 1096
linker errors CShadowVolumeNode deriving from IMeshSceneNode
I have derived my own kxCubeNode class from IMeshSceneNode. My class is basically a cut and paste from CCubeSceneNode with some modifications. I recently updated my game project to irrlicht 1.8 and now I am having a problem with CShadowVolumeSceneNode in my derived class. The relevant code from my c...
- Fri Dec 28, 2012 2:36 am
- Forum: Beginners Help
- Topic: Problem reading XML file [SOLVED]
- Replies: 2
- Views: 323
Re: Problem reading XML file
Thanks Alien,
Sometimes you just need another set of eyes
Sometimes you just need another set of eyes
- Mon Dec 24, 2012 5:04 am
- Forum: Beginners Help
- Topic: Problem reading XML file [SOLVED]
- Replies: 2
- Views: 323
Problem reading XML file [SOLVED]
My XML writer function seems to be working fine, and is producing a file that looks like this: <?xml version="1.0"?> <attributes> <int name="activeLevelNum" value="1" /> <int name="activeLevelProgress" value="2" /> </att...
- Tue Dec 11, 2012 1:23 am
- Forum: Beginners Help
- Topic: odd buzzing sound at run time [SOLVED]
- Replies: 7
- Views: 832
Re: odd buzzing sound at run time
That sounds right. I'm getting around 2K fps at the start of my scene, and I'm doing nothing to limit it. Turning on vsync cleared that right up :D What would be the best way to limit my fps? -see these threads -> http://irrlicht.sourceforge.net/forum/viewtopic.php?t=44209 http://gamedev.stackexchan...
- Mon Dec 10, 2012 4:20 am
- Forum: Beginners Help
- Topic: odd buzzing sound at run time [SOLVED]
- Replies: 7
- Views: 832
odd buzzing sound at run time [SOLVED]
When I run my Irrlicht program, I hear this weird buzzing sound. It changes pitch and frequency along with changes in my program's state. It's not loud, but very annoying. I heard it before I implemented irrKlang, and ignored it hoping it would go away once I implemented sound in my game. But it is ...
- Sat Dec 08, 2012 3:00 am
- Forum: Beginners Help
- Topic: Physics for irrlicht 1.8 ?
- Replies: 3
- Views: 569
Re: Physics for irrlicht 1.8 ?
I'd recommend just using Bullet without a wrapper. All you have to do is setup your includes, lib, and dependencies which can be tricky. But once that works, creating a physics world for your Irrlicht device is simple: #include <irrlicht.h> #include <btBulletCollisionCommon.h> #include <btBulletDyna...
- Thu Dec 06, 2012 8:36 am
- Forum: Advanced Help
- Topic: cube fracture function optimization
- Replies: 4
- Views: 846
Re: cube fracture function optimization
Thanks codetiger!
That's exactly the kind of advice I was looking for. Will definitely look into that : )
That's exactly the kind of advice I was looking for. Will definitely look into that : )
- Thu Dec 06, 2012 8:34 am
- Forum: Advanced Help
- Topic: cube fracture function optimization
- Replies: 4
- Views: 846
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