Search found 33 matches
- Tue Oct 29, 2013 1:16 am
- Forum: Beginners Help
- Topic: Bug with Irrlicht 1.8 shadows
- Replies: 7
- Views: 1135
Re: Bug with Irrlicht 1.8 shadows
There were bugs stacking onto each others, now that I dealt with them it works but not very well. I always have that waiting time (Irrlicht needs to load something to compute shadows ?) and when it finally launches the framerate is low and the shadows are a bit bugged. I only have two lights, one at...
- Mon Oct 28, 2013 7:19 pm
- Forum: Beginners Help
- Topic: Bug with Irrlicht 1.8 shadows
- Replies: 7
- Views: 1135
Bug with Irrlicht 1.8 shadows
I decided to upgrade to 1.8 and at the same time to stop being dependant to XEffects (even though it helped me greatly) but the shadows make my program bug. I know it's my fault and not some Irrlicht bug because the example 8 runs fine. I can't really post code because I can't narrow the location of...
- Wed Oct 09, 2013 1:06 pm
- Forum: Beginners Help
- Topic: can only run from terminal
- Replies: 2
- Views: 355
Re: can only run from terminal
There are not much information in your post. Does it do the same thing with other programs which don't use Irrlicht ? Just throwing a random thought : try to launch it in root mode from another terminal.
Edit : sorry I meant from another folder.
Edit : sorry I meant from another folder.
- Mon Oct 07, 2013 3:29 pm
- Forum: Off-topic
- Topic: A short video of Irrlicht working with other libs
- Replies: 9
- Views: 2827
Re: A short video of Irrlicht working with other libs
Another short video to show the bullet debug drawer : http://www.youtube.com/watch?v=v216aUkpf2U
- Sun Sep 08, 2013 8:41 pm
- Forum: Off-topic
- Topic: A short video of Irrlicht working with other libs
- Replies: 9
- Views: 2827
Re: A short video of Irrlicht working with other libs
Any chance of you posting a link to the code? I'm very interested in the integration with CEGUI... For now I don't want to share the whole code because it's quite poorly written :oops: Atm my CEGUI stuff is almost all hard coded in the main, here's an excerpt : /* * This will create and initia...
- Fri Aug 30, 2013 11:38 am
- Forum: Off-topic
- Topic: A short video of Irrlicht working with other libs
- Replies: 9
- Views: 2827
Re: A short video of Irrlicht working with other libs
Just to spare you some pain, don't try to implement the tooltips with the last version of CEGUI. They don't work (at least for me and another guy from the CEGUI forum).aaammmsterdddam wrote:Certainly a nice integration, I was just about to tackle CEGUI myself :3
- Tue Aug 27, 2013 1:06 pm
- Forum: Off-topic
- Topic: A short video of Irrlicht working with other libs
- Replies: 9
- Views: 2827
Re: A short video of Irrlicht working with other libs
What? Nothing amazing? Aww.... Just kidding. You've certainly tackled integration. Good job Thanks. I said that because all the libs are pretty well coded (and most of them are known to be working well alongside Irrlicht) so I just had to tweak the examples. The only thing that is quite annoying is...
- Mon Aug 26, 2013 5:01 pm
- Forum: Off-topic
- Topic: A short video of Irrlicht working with other libs
- Replies: 9
- Views: 2827
A short video of Irrlicht working with other libs
I just wanted to share what I've done lately with Irrlicht : http://www.youtube.com/watch?v=NOFQQBR3Nug
Nothing amazing but I thought that it'd be cool show it off![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
The libs I used are in the description.
Nothing amazing but I thought that it'd be cool show it off
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
The libs I used are in the description.
- Sat Aug 24, 2013 2:08 pm
- Forum: Beginners Help
- Topic: [Solved] Quick question about Bullet and Irrlicht terrain
- Replies: 2
- Views: 462
Re: Quick question about Bullet and Irrlicht terrain
I half answered my question, I made a full black heightmap and now the texture is at the right place... which is now below the bullet plane :?: I give the same position for both the irrlicht and bullet plane. Do I have to adjust it because irrlicht and bullet don't consider the position in the same ...
- Fri Aug 23, 2013 11:30 pm
- Forum: Beginners Help
- Topic: [Solved] Quick question about Bullet and Irrlicht terrain
- Replies: 2
- Views: 462
[Solved] Quick question about Bullet and Irrlicht terrain
I'm pretty sure this kind of question has already been asked but it's hard to find something relevant so here's my problem : I'm loading an Irrlicht terrainscenenode with a flat heightmap and a texture, and I setup bullet to make it a static plane to let some boxes fall on it. The problem is that wh...
- Wed Aug 21, 2013 1:11 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 274821
Re: Realistic water scene node
Well I'll try to make your scene node work with xeffects later because there's too much black magic in xeffects for me at the moment ![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Mon Aug 19, 2013 9:07 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 274821
Re: Realistic water scene node
Okay I understand the problem now, I'm using XEffects for lights/shadows so the smgr->drawall() is replaced by effect->update(). I'll try to find a workaround because when I replace the drawall by update in your code, it doesn't show water (there's some kind of underwater effect though) and the cont...
- Mon Aug 19, 2013 11:19 am
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 274821
Re: Realistic water scene node
Does it work with Irrlicht 1.7.2 ? Because to make it compile I had to comment out all the services->getVertexShaderConstantID(...) and keep just the string. I tried to declare the node like that : RealisticWaterSceneNode * water = new RealisticWaterSceneNode(smgr,1000,1000,"path/to/data",...
- Fri Aug 09, 2013 12:46 pm
- Forum: Beginners Help
- Topic: Compiling problem with openal (and caudio too)
- Replies: 2
- Views: 392
Re: Compiling problem with openal (and caudio too)
There is no configure script and I don't see why I'd need to configure or tell where to get the library because I installed openal with apt-get. For caudio I just had to think a little and add the dl and pthread lib in the right cmakelists (which is weird to me since it's needed to make the wrapper ...
- Fri Aug 09, 2013 1:12 am
- Forum: Beginners Help
- Topic: Compiling problem with openal (and caudio too)
- Replies: 2
- Views: 392
Compiling problem with openal (and caudio too)
I tried all day to build the dynamic library for openal to use it with the exmaples but with no success, so I went through a regular installation (apt-get install) and I still can't build the examples. With that command line : gcc -o test alreverb.c -lopenal I get errors like these : In file inclu...