Search found 30 matches
- Tue Mar 25, 2014 10:55 am
- Forum: Advanced Help
- Topic: FBO error with CEGUI
- Replies: 0
- Views: 596
FBO error with CEGUI
I'm using CEGUI for UI system now. But when I try to run my game in full screen mode, the UI cannot be displayed correctly: they all become blank blocks. So I switch to console to see what was going on. Then I find that the console keep print out those message: FBO format unsupported FBO error FBO i...
- Mon Mar 10, 2014 8:05 am
- Forum: Advanced Help
- Topic: How to search active host using irrNetLite?
- Replies: 1
- Views: 655
How to search active host using irrNetLite?
I don't know much about net coding. Now I'm using irrNetLite,it's quite easy to use :) . However I'd like to implement a function that can search active host in local area network, for example, like warcraft 3, you can see your friend have create a room for net gaming in local network and then conne...
- Wed Jan 23, 2013 4:13 pm
- Forum: Advanced Help
- Topic: So..It's no need to call animteJoint any more in irr 1.8?
- Replies: 0
- Views: 479
So..It's no need to call animteJoint any more in irr 1.8?
After searching and experimenting, I found that skinned mesh operation has changed in irrlicht 1.8. I'm trying to imply a ragdoll system by Newton and irrlicht, the physics' function is already finished, then I have trouble updating bones' position and rotation. However, those problem are fixed now,...
- Mon Jan 07, 2013 3:40 am
- Forum: Beginners Help
- Topic: Switch animatedMesh to ragdoll?
- Replies: 2
- Views: 534
Re: Switch animatedMesh to ragdoll?
Thx,that's what I need.
- Wed Jan 02, 2013 4:33 pm
- Forum: Beginners Help
- Topic: Switch animatedMesh to ragdoll?
- Replies: 2
- Views: 534
Switch animatedMesh to ragdoll?
I use newton for physics simulation, and I coud create my own ragdoll by rigid body if necessary How every I knew nothing about skined mesh in irrlicht, so my quistion is, how to extract bones and other thing that is necessary for rag doll? Is there any code snips or tutorial for this, code for othe...
- Mon Dec 17, 2012 6:35 am
- Forum: Advanced Help
- Topic: What happend to mesh after applying lightmap?
- Replies: 1
- Views: 376
What happend to mesh after applying lightmap?
Basically, I use newton dynamics for physics simulation.And I have to extract vertices and vector to create Newton Collison object, but the problem is, the mesh's vertices cannot be extracted correctly after the light map is applied in the map. So I just wondering what happened to mesh after lightma...
- Thu Dec 06, 2012 2:59 pm
- Forum: Code Snippets
- Topic: Texture sprite sheet animator using matrix.
- Replies: 0
- Views: 1572
Texture sprite sheet animator using matrix.
Currently, irrlicht only have texture animator that switch texture to animate. However we should save each frame in saparate file in this way, thus the loading speed is slowed down. I've read this post to show how to make irrlicht support sprite sheet by using texture matrix. In order to avoid updat...
- Thu Dec 06, 2012 5:04 am
- Forum: Advanced Help
- Topic: String allocation problem?
- Replies: 10
- Views: 1403
Re: String allocation problem?
Er..I've checked it...Every case has a break.Abraxas) wrote:Just a question,
could there be an issue that your switch statement doesn't have a break?
- Wed Dec 05, 2012 3:46 am
- Forum: Advanced Help
- Topic: String allocation problem?
- Replies: 10
- Views: 1403
Re: String allocation problem?
I've read the source, path type is the same as stringc...Abraxas) wrote:I haven't used the path stype strings, but when you do:
+path_trackModelR
is it returning the value of the string, or a pointer to it's position? do you need something like path_trackModelR.c_str()? or (stringw) path_trackModelR?
- Wed Dec 05, 2012 3:45 am
- Forum: Advanced Help
- Topic: String allocation problem?
- Replies: 10
- Views: 1403
Re: String allocation problem?
Which probably means that you overwrite the array in the first call. I guess it's safe to assume that the irrString classes work as expected for now. However, you also wrote above that using the fixed char array did not work. So which versions did you test? Previously, I use 1.7.1, and now I've cha...
- Tue Dec 04, 2012 2:14 pm
- Forum: Advanced Help
- Topic: String allocation problem?
- Replies: 10
- Views: 1403
Re: String allocation problem?
Well....I've added a std::cout after the reading line like path_trackModelR=attr->getAttributeAsString("rightTrack"); to see if it successfully read the data. The result is, it did read the right data, but when program run to the line: mesh_trackR=smgr->getMesh(stringc("./models/vehic...
- Tue Dec 04, 2012 3:09 am
- Forum: Advanced Help
- Topic: String allocation problem?
- Replies: 10
- Views: 1403
String allocation problem?
Hey there, I'm just trying to read information from xml file and store them in the path(a data type in irrlicht). Recently I found that if I press F5 in vs2008(run game in debug mode), every thing works right. However, when I run game directly(ctrl+F5) without debug mode, it crashes. It turns out th...
- Tue Oct 30, 2012 6:40 am
- Forum: Advanced Help
- Topic: Which physics library is easiest to integrate into irrlicht?
- Replies: 9
- Views: 1775
Re: Which physics library is easiest to integrate into irrli
For me, Newton is easy to use, and it requires less time to learn.
- Tue Oct 16, 2012 2:03 am
- Forum: Advanced Help
- Topic: How to read different animation frame from '.x' file?
- Replies: 5
- Views: 875
Re: How to read different animation frame from '.x' file?
OK, export the whole animation and set the frameloops is what I did so far. However there are many models which have same animation parts with different length. For instance, I have 4 models for 'charactor', they all have four animation part: run, walk, idle and jump, but for each model, the length ...
- Mon Oct 15, 2012 2:37 pm
- Forum: Advanced Help
- Topic: How to read different animation frame from '.x' file?
- Replies: 5
- Views: 875
How to read different animation frame from '.x' file?
Currently, I use the '.x'(dx)format for my model. The models are exported by the Panda DirectX Max Exporter plugin(for 3ds max), and I noticed that for the animation frames, the plugin can divided them into several parts, such as you can choose the first 15 frames for part 1 with a tag 'walk', and 1...