Search found 269 matches

by AReichl
Mon Nov 30, 2015 3:37 pm
Forum: Beginners Help
Topic: Best way to handle gameobjects and sceneobjects?
Replies: 20
Views: 2772

Re: Best way to handle gameobjects and sceneobjects?

> After I asked how to handle GameObjects and their SceneNodes, i've got a new problem.

SO - what's the solution???
by AReichl
Sat Nov 28, 2015 1:09 pm
Forum: Beginners Help
Topic: More questions regarding scenenodes
Replies: 10
Views: 938

Re: More questions regarding scenenodes

silly question here:

sceneNodeStar->setParent(sceneNodeRoot);
...
sceneNodeRoot->addChild(sceneNodeStar);

is that really required? Looks to me like "shooting through your chest into your foot".
by AReichl
Tue Nov 24, 2015 10:03 am
Forum: Beginners Help
Topic: Best way to handle gameobjects and sceneobjects?
Replies: 20
Views: 2772

Re: Best way to handle gameobjects and sceneobjects?

> ... spacecraft class wraps the scene node and its representation in the physics engine. Yes- these are "components" then of my spacecraft class, which would be something like an "entity". But with a gameobject (entity) like this i would have to loop over all gameobjects myself,...
by AReichl
Tue Nov 24, 2015 8:04 am
Forum: Beginners Help
Topic: Best way to handle gameobjects and sceneobjects?
Replies: 20
Views: 2772

Re: Best way to handle gameobjects and sceneobjects?

This is interesting, because i have the same "problem" for some time now (without achiving anything). I am not talking about map or vector, but about "Gameobjects". If you begin with these, you end with thinking about Entyties, Components and all that stuff, specially when integr...
by AReichl
Mon Nov 23, 2015 9:02 am
Forum: Beginners Help
Topic: Model's rotation and translation
Replies: 7
Views: 1050

Re: Model's rotation and translation

The function "getRelativeTransformationMatrix" returns a reference to the current relative transformation matrix.
So it should be possible to change it.
by AReichl
Fri Nov 13, 2015 12:54 pm
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 9892

Re: Loading obj mesh files with 32bit index type

Got it! I changed the stl loader in the shader-pipeline branch similar to the TerrainSceneNode. If during loading the number of indices exceeds 16bit-max (65536 or a little less) then i switch to 32bit. You could also begin with 32bit, but that would be a giveaway for small meshes. And guess what - ...
by AReichl
Fri Nov 13, 2015 11:05 am
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 9892

Re: Loading obj mesh files with 32bit index type

> Just search for all u16 references related to indices ...

fine again - but where all?
Only in the .stl loader or all over the library?
by AReichl
Fri Nov 13, 2015 9:00 am
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 9892

Re: Loading obj mesh files with 32bit index type

fine - but HOW?
The stl loader uses 16bit by default and does NOT switch to 32bit indizes when the limit of 16bit is reached.
by AReichl
Thu Nov 12, 2015 8:18 pm
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 9892

Re: Loading obj mesh files with 32bit index type

Hi, sorry to hijack this thread, but i have a similar problem with .stl files. For a customer i want to write a viewer for his data with Irrlicht. The files are HUGE. I already have tried the shader-pipeline-branch, but probably i have misunderstood something, because i get the same warnings about 1...
by AReichl
Thu Nov 12, 2015 3:01 pm
Forum: Bug reports
Topic: [fixed]cdecl and fastcall in sample 21.Quake3Explorer
Replies: 1
Views: 865

[fixed]cdecl and fastcall in sample 21.Quake3Explorer

Hi,

in sample 21.Quake3Explorer i find the 'fastcall' convention in some .vcxproj files,
which prevents the IrrKlang library from linking. I have changed it back to 'cdecl'
and then it works.
by AReichl
Tue Nov 10, 2015 9:06 am
Forum: Beginners Help
Topic: question about compiling last trunk version
Replies: 5
Views: 629

question about compiling last trunk version

I put this question here because i would not know where to put it else. The trunk version 5175 did compile with Visual Studio but NOT with gcc. We now have version 5176 which addresses this issue by adding missing include headers. Maybe i am confused because i ran out of coffee yesterday, but WHY di...
by AReichl
Wed Nov 04, 2015 8:28 am
Forum: Bug reports
Topic: Tech Demo again (this time NOT IrrKlang related)
Replies: 11
Views: 2075

Re: Tech Demo again (this time NOT IrrKlang related)

It must have something to do with the Demo itself, because all other examples run fine. Maybe it's because BEFORE the castle scene there is the GUI and on switching to the castle scene something is not "reset" properly. OR it's because the Demo is the only example with a spheremap in it an...
by AReichl
Mon Nov 02, 2015 11:46 am
Forum: Game Programming
Topic: Irrlicht and Entity-Component
Replies: 2
Views: 4072

Irrlicht and Entity-Component

Hi, lately i read about Entity-Component-Systems. My question is HOW to apply such a concept together with Irrlicht. In Unity for example every Entity at least has a Position-Component (and more components for Movement, Physics, Sound, Rendering, ...). In Irrlicht i would not know how to to that. Th...
by AReichl
Thu Oct 29, 2015 8:45 am
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 54224

Re: irrRenderer 1.0

When i checkout with GIT or SVN i get different sources ( specially regarding "irrPP" ).
So - which is the "right" one?
by AReichl
Wed Oct 28, 2015 6:23 pm
Forum: Bug reports
Topic: Tech Demo again (this time NOT IrrKlang related)
Replies: 11
Views: 2075

Tech Demo again (this time NOT IrrKlang related)

Tech Demo with newest 'trunk' ( compiled with gcc/MinGW and VS2010 ): with DirectX 9 there are no shadows any more, with OpenGL the whole scene looks like having a "spheremap" as material. It must have something to do with the demo itself, because all other examples look ok to me ( e.g. 08...