Search found 21 matches
- Fri Aug 30, 2013 8:03 pm
- Forum: Beginners Help
- Topic: Overriding library classes & anonymous methods
- Replies: 2
- Views: 413
Re: Overriding library classes & anonymous methods
Oh, yeah, I forgot one issue, in case of using #2 or #1 (if it worked) I face redundant render() call - proxy-class call its render() so do I, when calling it after textures applying
- Fri Aug 30, 2013 1:01 pm
- Forum: Beginners Help
- Topic: Overriding library classes & anonymous methods
- Replies: 2
- Views: 413
Overriding library classes & anonymous methods
Hi, This is more about common C++-11 programming, is there a way to write child terrain class inherited from those which used in pSceneManager->addTerrainSceneNode(...) method call, which will be almost the same, but with render() method overriden? I need this stuff for multi-texturing (http://irrli...
- Sat Aug 10, 2013 7:58 pm
- Forum: Beginners Help
- Topic: Collision with terrain - Height changes collision triangle..
- Replies: 5
- Views: 1124
Re: Collision with terrain - Height changes collision triang
Sorry, if I bump old thread. Does anybody know more elegant solution to top-message question, except refreshing all triangle selector? I tired to use ITriangleSelector::getTriangles(...) methods, but they only return copy of triabgle selector's triangles, not pointer to them, and there is (1.8 versi...
- Thu Aug 08, 2013 10:36 am
- Forum: Bug reports
- Topic: Terrain texture clipped?
- Replies: 3
- Views: 1621
Re: Terrain texture clipped?
You mean creating heightmaps with predefined 2^N + 1 -size on each side? But it's not flexible and usable for user, moreover it doesn't solve problem getting size of terrain via getXXX methods. P.S Find out that Irrlicht can operate only square heightmaps, selecting result side size as minimum of si...
- Tue Aug 06, 2013 3:29 pm
- Forum: Bug reports
- Topic: Terrain texture clipped?
- Replies: 3
- Views: 1621
Re: Terrain texture clipped?
Don't have much time to play around with engine again, forgive me if I look like necroposter, but: If you will use terrain heightmaps size of 2^N + 1 (just like default terrain scene node patch size), for ex. 257x257, texture will fit hightmap nicely. Nonetheless those fade green line on the other s...
- Sun Jan 06, 2013 7:15 pm
- Forum: Beginners Help
- Topic: Cross compiling. Linux to Windows
- Replies: 9
- Views: 1313
Re: Cross compiling. Linux to Windows
Recently I tried to comlipe Win32-gcc libs for previous Irrlicht engine versions, still wrong.
Found on forums - http://irrlicht.sourceforge.net/forum/v ... p?p=199069 - 4th post. That error so old.
Found on forums - http://irrlicht.sourceforge.net/forum/v ... p?p=199069 - 4th post. That error so old.
- Thu Jan 03, 2013 7:36 pm
- Forum: Beginners Help
- Topic: Cross compiling. Linux to Windows
- Replies: 9
- Views: 1313
Re: Cross compiling. Linux to Windows
Hell yes, you were right! But, I got new errors, they're about MinGW and I can't solve them: // that happens after I got Irrlicht.a in /lib/Win32-gcc/ /usr/lib/gcc/i586-mingw32msvc/4.2.1-sjlj/libstdc++.a(stubs.o):(.text+0x160): multiple definition of `_powf' COgreMeshFileLoader.o:/usr/lib/gcc/i586-m...
- Thu Jan 03, 2013 8:43 am
- Forum: Beginners Help
- Topic: Cross compiling. Linux to Windows
- Replies: 9
- Views: 1313
Re: Cross compiling. Linux to Windows
That error messages I got from shell already, not using NB.
All stuff. "text" is make instructions, at that time Irrlicht.dll sucessfully created, than "error", stderr out, appears and Irrlicht.dll deleted
http://www.filedropper.com/irrlicht
All stuff. "text" is make instructions, at that time Irrlicht.dll sucessfully created, than "error", stderr out, appears and Irrlicht.dll deleted
http://www.filedropper.com/irrlicht
- Wed Jan 02, 2013 7:48 pm
- Forum: Beginners Help
- Topic: Common issue. Custom animators & scene nodes
- Replies: 21
- Views: 1703
Re: Common issue. Custom animators & scene nodes
Wait, does ShaderMaker not shaders IDE?
Can write code, can compile, dubug, have preview and some setting stiff.
Can write code, can compile, dubug, have preview and some setting stiff.
- Wed Jan 02, 2013 6:50 pm
- Forum: Beginners Help
- Topic: Cross compiling. Linux to Windows
- Replies: 9
- Views: 1313
Re: Cross compiling. Linux to Windows
Cannot export BZ2_blockSort: symbol not found Cannot export BZ2_bsInitWrite: symbol not found Cannot export BZ2_bzBuffToBuffCompress: symbol not found using this command line options in /irrlicht-1.8/source/Irrlicht/ , when try to compile shared lib.: CXX=i586-mingw32msvc-g++ CC=i586-mingw32msvc-gcc...
- Wed Jan 02, 2013 12:37 pm
- Forum: Beginners Help
- Topic: Cross compiling. Linux to Windows
- Replies: 9
- Views: 1313
Cross compiling. Linux to Windows
Hello, everyone I'm using NetBeans 7.2b and trying to compile Irrlicht.dll for win32 with MinGW. I've read some threads on forum like http://irrlicht.sourceforge.net/forum/viewtopic.php?p=199069 (3rd post) & http://irrlicht.sourceforge.net/forum/viewtopic.php?p=202098 but still getting problems....
- Wed Jan 02, 2013 7:14 am
- Forum: Beginners Help
- Topic: Common issue. Custom animators & scene nodes
- Replies: 21
- Views: 1703
Re: Common issue. Custom animators & scene nodes
And what can you say about some IDE for GLSL/HLSL similar to RenderMonkey, but on linux? Nothing better than ShaderMaker, right?
- Mon Dec 31, 2012 8:20 am
- Forum: Beginners Help
- Topic: Common issue. Custom animators & scene nodes
- Replies: 21
- Views: 1703
Re: Common issue. Custom animators & scene nodes
Your real-time question needs more info on what you're going to do. And also what is a brush... Brush is something like small (16x16, 32x32) texture which also clip texture I'd like to place over terrain for example: http://irrlicht.sourceforge.net/forum/viewtopic.php?t=44757 And for real-time: I's...
- Sun Dec 30, 2012 5:42 pm
- Forum: Beginners Help
- Topic: Common issue. Custom animators & scene nodes
- Replies: 21
- Views: 1703
Terrain texturing
Another, but I'll check once more, finding too many bugs, suspicious ) Don't mind for some side Q here? Forum filled with threads of two-three posts. Is it possible quick texturing terrain with brushes not only with shader teq., and what will be more efficient, shaders or pixel-changing by lock()/un...
- Sat Dec 29, 2012 6:53 pm
- Forum: Beginners Help
- Topic: Common issue. Custom animators & scene nodes
- Replies: 21
- Views: 1703
Re: Common issue. Custom animators & scene nodes
Thanks, thought that it's not necessary & just mine little error.
Double check bug with plain terrain with other model and various values of ellipsoid radius & ellipsoid translation - still wrong, should I make new thread in "Bug report" partition about this?
Double check bug with plain terrain with other model and various values of ellipsoid radius & ellipsoid translation - still wrong, should I make new thread in "Bug report" partition about this?