Search found 78 matches
- Wed Oct 18, 2006 10:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: IrrEdit and friends - Big Waste of Niko's and friends' time
- Replies: 110
- Views: 15672
I think irredit is really useful. I use it to great extend and shaves off a lot of development time for me. I think it also paves the way to new features that extend irrlicht in the future. but that is just my 2 cents. But don't forget, irrlicht is still something that niko does out of hobby, so he ...
- Mon Oct 09, 2006 6:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: scripting in irrlicht
- Replies: 7
- Views: 1392
- Thu Oct 05, 2006 6:59 pm
- Forum: Advanced Help
- Topic: Cubemapping
- Replies: 31
- Views: 6290
Im sorry, but I think I cannot be of any help annymore, because I never got as far as you and Spintz are now. If I remember correctly, I got to the point where I could see the cube texture on the mesh, but because I was still stuggeling to get the correct transformation matrix, I never got any furth...
- Tue Oct 03, 2006 7:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: scripting in irrlicht
- Replies: 7
- Views: 1392
scripting in irrlicht
I want to be able to add scripting to the project I am working on. But I really have no idea how I should design the interface. Is there anyone who has a good understanding of scripting in games, an wants to share his knowledge? This is what I want to be able to do: use triggers to start a script. I...
- Sat Sep 30, 2006 9:10 pm
- Forum: Advanced Help
- Topic: Cubemapping
- Replies: 31
- Views: 6290
Hey, Nice that you are creating this, I must admit I never finished it(among other things) I think now that irrlicht has render to texture you do not need my code anymore, like you said. You would simply put the cam at the object that is to be cubemapped, and take a screenshot in all 6 directions, s...
- Fri Aug 11, 2006 12:27 pm
- Forum: Project Announcements
- Topic: ShootIrr - [UPDATE - Alpha 0.8]
- Replies: 102
- Views: 12513
hey, really nice initiative! I hope there will be a design doc out soon, so everyone can see what is coming. But I am wondering about one thing: what will you all do when you discover there is a feature missing in irrlicht, that you need for the completion of the project? As most project have the fr...
- Thu Aug 10, 2006 3:43 pm
- Forum: Beginners Help
- Topic: is there a scenenode->getmesh?
- Replies: 9
- Views: 1076
- Wed Aug 09, 2006 1:36 pm
- Forum: Beginners Help
- Topic: is there a scenenode->getmesh?
- Replies: 9
- Views: 1076
yeah, youre right. I thought that every scene node that contains a mesh (so also animatedmesh, terrainnode(allready has a getmesh) and watersurfacenode) would derive from meshscenenode, but I was wrong in that assumption. I totally agree with you on the matter that getmesh should not be in ISceneNod...
- Wed Aug 09, 2006 1:15 am
- Forum: Beginners Help
- Topic: is there a scenenode->getmesh?
- Replies: 9
- Views: 1076
yeah, I know, thats why I said IMeshSceneNode, I guess you could use getType() to see what kind of scenenode you should use, and then create a pointer of that kind to reference to it. But as most of the scene nodes have IMeshSceneNode as their parent, I feel that the getMesh() should be in there. sh...
- Tue Aug 08, 2006 7:35 pm
- Forum: Beginners Help
- Topic: is there a scenenode->getmesh?
- Replies: 9
- Views: 1076
is there a scenenode->getmesh?
As I am using the new .irr scene file loader, I would like to gain control over the mesh that a loaded mesh-scenenode posesses. But there is only a setMesh, and no getMesh(or something like that). Would it be a problem adding this getter to the IMeshSceneNode (and CMeshSceneNode) interface? It seems...
- Wed Jul 26, 2006 11:53 pm
- Forum: Off-topic
- Topic: common game practice question: singleton vs pointer passing
- Replies: 3
- Views: 599
common game practice question: singleton vs pointer passing
It has come to my attention that there are 2 very different aproches to the architecture of the core of a game engine. Now I can understand that this very much relies on the type of game, but I have seen 2 mayor different aproches that do essentially the same. Example of the singleton structure can ...
- Sun Jul 23, 2006 10:06 pm
- Forum: Beginners Help
- Topic: render irrlicht window in dialog with diffrent thread
- Replies: 3
- Views: 625
well I solded the problem. the control that I placed the irrlicht window in(a button on a dialog, like in the example), did not receive any key messages at all. so I changed the control to a custom one with a separate wndproc to handle the key events, an passed them manually to irrlicht. Still haven...
- Sat Jul 22, 2006 2:04 am
- Forum: Beginners Help
- Topic: render irrlicht window in dialog with diffrent thread
- Replies: 3
- Views: 625
- Thu Jul 20, 2006 10:15 pm
- Forum: Beginners Help
- Topic: render irrlicht window in dialog with diffrent thread
- Replies: 3
- Views: 625
I have isolated the problem. It seem to have to do something with the way I create irrlicht. When I modify the win32window example to use a separate thread for the irrlicht main loop, everything is fine. When I change the executable into a dll and change the winmain into a function that I call from ...
- Thu Jul 20, 2006 2:59 am
- Forum: Beginners Help
- Topic: render irrlicht window in dialog with diffrent thread
- Replies: 3
- Views: 625
render irrlicht window in dialog with diffrent thread
I guess this is more a windows API question, but I think it is also very related to irrlicht. I have a (skinned) app, and when a certain event is received, I want to display a complete irrlicht app in a child window of the app. I have created a dll with the irrlicht app, that I call from the main ap...