Search found 21 matches

by hokan
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
by hokan
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...
by hokan
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...
by hokan
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...
by hokan
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...
by hokan
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.
by hokan
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...
by hokan
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
by hokan
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.
by hokan
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...
by hokan
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....
by hokan
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?
by hokan
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...
by hokan
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...
by hokan
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?