Search found 26 matches

by wanliqun
Sat Mar 24, 2012 4:44 pm
Forum: Beginners Help
Topic: Compiling with Cimage use failed with link error.
Replies: 2
Views: 284

Re: Compiling with Cimage use failed with link error.

Hi, gerdb, I'm pretty sure I've add the cimage.h into the include path and #included into my project. There is some interface like drawRectangle, drawLines is not defined in IImage interface. I'm using irrlich 1.7.2, maybe I need to compare my current version with the latest svn release.
by wanliqun
Thu Mar 22, 2012 5:30 pm
Forum: Beginners Help
Topic: Compiling with Cimage use failed with link error.
Replies: 2
Views: 284

Compiling with Cimage use failed with link error.

I'm trying to make some use of CImage with jirr. Here is the generated code by swig for this:   SWIGEXPORT void JNICALL Java_net_sf_jirr_JirrJNI_CImage_1drawLine(JNIEnv *jenv, jclass jcls, jlong jarg1, jobject jarg1_, jlong jarg2, jobject jarg2_, jlong jarg3, jobject jarg3_, jlong jarg4, jobject jar...
by wanliqun
Tue Mar 13, 2012 1:59 am
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

Thanks for the workaround. It works now here. As you said this might be a tricky problem, and here's something I got on my way for testing, hopefully it is helpful. 1. The code works great with the old irrlicht version(0.14) 2. The code with irrlicht 1.7.2 doesn't work neither with my android build,...
by wanliqun
Mon Mar 12, 2012 12:23 pm
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

Any updates on this? Anyway, this could be really a huge bug.
by wanliqun
Tue Mar 06, 2012 3:13 am
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

edit: Can you please tell the exact environment you use? I see Windows XP and compiler seems to be VS. Which VS version are you using? Is this a 32-bit or 64-bit system? And do you compile for 32-bit or 64-bit? Do you compile debug or release? The thing is that the only reason I could think of righ...
by wanliqun
Fri Mar 02, 2012 9:53 am
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

I've tried 1.7.3(download form the homepage) both on my pc & android pad. The glass attached to the player head bone node "flies away" with some frames for the node animation. I think it should be some bug here.
by wanliqun
Fri Mar 02, 2012 9:10 am
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

I also tried the opengles version of irrlicht on some andorid pad, it is also abnormal with some frame animation there. So strange. Any idea?
by wanliqun
Fri Mar 02, 2012 8:12 am
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

Thanks for the reply. But it still happens even I use the svn version of code. This might be because of my graphics card, opengl version or sth else? Here is some logging info for it: Irrlicht Engine version 1.8.0-alpha Microsoft Windows XP Professional Service Pack 3 (Build 2600) WGL_extensions: WG...
by wanliqun
Thu Mar 01, 2012 11:46 am
Forum: Beginners Help
Topic: doubt on float/double comparing with 0.0 for irrlicht 1.7.3
Replies: 2
Views: 184

Re: doubt on float/double comparing with 0.0 for irrlicht 1.

Thanks for the link. That seems to be convincing.
by wanliqun
Thu Mar 01, 2012 3:08 am
Forum: Beginners Help
Topic: doubt on float/double comparing with 0.0 for irrlicht 1.7.3
Replies: 2
Views: 184

doubt on float/double comparing with 0.0 for irrlicht 1.7.3

I'm trying to update irrlicht 1.7.2 to the svn version. When I'm trying to merge my code with the svn version, I found some update like: In irricht 1.7.2 vector2d.h           //! Normalize the vector.         /** The null vector is left untouched.         \return Reference to this vector, after norm...
by wanliqun
Wed Feb 29, 2012 4:52 pm
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

This might be some bug. So I've uploaded the test case to http://www.mediafire.com/?e15cx28mw7wo6u4 for further study.
by wanliqun
Wed Feb 29, 2012 4:42 pm
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

Thanks for the reply. But It doesn't work neither.

BTW, I'm trying to port some game with irrlicht 0.14 to irrlicht 1.7.2. The codes run well with the irrlicht 0.14(with some minor api change adaption).
by wanliqun
Wed Feb 29, 2012 4:11 pm
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

Re: prob with adding node to other animated bone-joint mesh

Here is the model view in milkshape 3d for the animated mesh node(player01.ms3d): http://farm8.staticflickr.com/7179/6941337739_1f5e767228.jpg player01.ms3d by david.wan , on Flickr And here is the model view in milkshape 3d for the attached glass mesh node: http://farm8.staticflickr.com/7051/679523...
by wanliqun
Wed Feb 29, 2012 4:04 pm
Forum: Beginners Help
Topic: prob with adding node to other animated bone-joint mesh node
Replies: 20
Views: 2264

prob with adding node to other animated bone-joint mesh node

I'm trying to add some sub-animated mesh node to some other animated bone joint. Here is my code for this:           IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );         if (node)         {                 node->setMaterialFlag(EMF_LIGHTING, false);                 node->se...